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With hundreds of software packages available
never has a more useable machine been
launched
Three modes mean you can use software for
the Cx>mmodore 64, software for the CP/M
system and new software specially written.
Here are just three new examples of what is
available.
Visit your local dealer for your 128 software or call the
Commodore Information Centre on Corby- (0536) 205252
for more information.
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t commodore
VOLUME 2
NUMBER 4
JANUARY 1986
Editor;
Stuart Cooke
Assistant Editor:
Mane Curry
Advertisement Manager:
Mike Segrue
Advertisement Copy
Control:
Laura Champion
Group Editor:
Dave Bradshaw
Group Managing
Editor:
Wendy Palmer
Managing Director:
Peter Welham
Origination;
Ebony Typesetting
Design:
Argus Design
Editorial & Advertisement Office
No 1 Golden Square.
London W1P. 3AB
Telephone; 01-437 0626
Telex 6811896
Your Commodore is a monthly
magazine appearing on the first
Friday of each month
Distribution by: Argus Press
Sales & Distribution Ltd. 12-18
Paul Street, London EC2A 4JS.
Printed by; Alabaster Passmore
& Sons Ltd, Tovil, Maidstone,
Kent.
Subscription rates upon
application to Your
Commodore Subscriptions
Department, Infonei Ltd, Times
House, 179 The Marlowes,
Hemel Hempstead. Herts. HP1
1BB
The contents of this publication
including all articles, designs,
plans, drawings and programs
and all copyright and other
intellectual property rights
therein belong to Argus
Specialist Publications Limited.
All rights conferred by the Law
of Copyright and other
intellectual property rights and
by virtue of international
copyright conventions are
specifically reserved to Argus
Specialist Publications Limited
and any reproduction requires
the prior written consent of the
Company ' 1 996 Argus
Specialist Publications Limited.
FEA TURES
Sounding OfL
16
The Sound Buggy reviewed. Make noise on your C64.
■ Programmer of the Year 1 8
The hunt to find Your Commodore's answer to Einstein
■ On Cartridge - Turbo 50 32
Robcom s Turbo 50 cartridge under the microscope.
■ Froggy 34
Turn to our cover feature and design a game.
■ At Random 46
Disks driving you mad? Find out about random access.
■ Missives 57
Our new regular letters page for your opinions.
■ Persona/ Column 70
A close look at Commodore's PC 20.
SERIES
Build a Better Basic.
.59
Your Basic gets still bigger and better.
■ Top Draw
Allen Webb continues to brighten up your graphics.
■ Programming Projects
Garry Marshall with another brain teaser.
■ Reliable Routines
Add another handy routine to your collection.
■ Mach 3
The penultimate part of our machine code development system.
REGULARS
■ Data statements
74
78
88
90
Game of the Month.
Sense of Adventure.
Teacher's Pet
Communications Corner.
Action Replay
Scratch Pad
Listings.
Easy Entry.
26
28
30
45
50
.72
80
83
COMPETITIONS
■ Micronet 800 Competition.
£ 1000-worth of prizes to be won.
■ Sprite Ideas
40
.42
We pay for your artistic flair.
GAMES AND UTILITIES
List Aid
85
c
o
i
T
E
{
T
S
Listing becomes easier with this utility.
SlT
WELL, HERE WE ARE, THREE ISSUES INTO
ihe merger between Your Commodore
and Your 64.
Letters have been flowing in from
readers - some of them good, some of
them bad. Some people are saying that
the 'new' magazine is not Your 64and that
we should re-launch Your 64 as a maga-
zine in its own right, Well, quite simply
Your Commodore is not Your 64, it was
never intended to be. However, what we
did aim to do was to bring together what
we considered to be the best parts of both
magazines. In these first few issues we
have brought you the games reviews and
Scratchpad from Your 64. Quite shortly,
you should be seeing the re-emergence
of Arcade Ace and a number of other
features.
Quite a few people have asked us what
has happened to the 'Cheats and POKEs'
section from Your 64. Our view on this is
thai if you're going to buy a game, the fun
is solving the puzzles set by the
programmer. If you're going to cheat why
buy it?
This doesn't mean that we aren't open
to suggestions. Please let us know what
you would like to see in the magazine and
we'll see what we can do. Not only have
we had mail from people with gripes but
we have had an equal number of letters
complementing us on the latest issues.
One kind reader was over the moon
about John McHales character editor and
said that "It's material like this that
compels us to keep buying your superb
magazine". Thank you very much.
Another reader said that "Now my
brother loves to read the magazine as
well". Well, we do try to cater for all tastes.
A couple of people have said that Your
64 just covered the C64 and that we
should do the same. Well I'm afraid our
title is Your Commodore and as such we
try to cover all the machines that
Commodore produces.
If you do have any comments then
please write to us and make sure that you
tell us what you do like.
Stuart
DATA
STATEMENTS
In Touch
MODEM MANIA IS SWEEPING THE
country and communications services like
Prestel and Micronet are taking full
advantage of this growing enthusiasm by
adding more and more facilities to their
existing systems.
Micronet's efforts to encourage new
users to buy modems by enticing them
with £10 vouchers when they purchase
them from Pace, Miracle or Modem
House, is now being stepped up to
include Xyllyx.
John Barton, marketing manager for
Xyllyx said: "This move towards the
consumer end of the industry marks a
new phase for us and is a reflection of the
increasing importance of the communi-
cations field as we see it. Particularly in
terms of the home user."
There's also news from the Micronet
Gallery where queues of potential
exhibitors have formed. Micronet has a
plot afoot to weed out those naughty
exhibitors who are not using or editing
their pages sufficiently.
From 1 December, Gallery is repriced
to 99p per frame for four months. Each
edit now costs 10p. Existing exhibitors can
be transferred to the new pages for a
block charge of 99p.
According to Micronet, it is hoped
that the changes will mean that only
'serious' exhibitors will book!
Pace Micro Technology is encourag-
ing communications enthusiasts to take to
their boats by sponsoring the Round
Britain Race on Micronet 800. Entrants
who buy a Nightingale modem will
qualify for the Pace prize of a return trip to
New York for two, plus six nights in a top
hotel and £400 spending money.
Micronet's publicity man, Peter
Probert commented: "It's good to see a
modem company giving out to the people
who made them as important as they are
i.e. the customers."
Telecom Gold increased its charges
from 1 December. Connect time charges
for standard rate now cost lip per minute
(0800-1900 Monday to Friday) and cheap
rate is 3.5p per minute. Gold Net service
charges go up to 2.5p per minute for 300
baud and 3p per minute for 1200 baud. All
other charges remain the same.
British Telecom's Multi-User
Dungeon (MUD) has been delayed
although Telecom says it will be up and
running before the end of 1985. All
existing subscribers are guaranteed
substantial free credit for an initial test
period.
The MUD spectacular will now take
place in the spring.
The delay has caused frustration to
MUD organisers, according to Mike
Anderiesz, Launch Manager: "MUD is
unique - there hasn't been a program of
this size or complexity before. Even so the
problems we're experiencing are the kind
of last minute bugs every programmer has
to deal with. As far as we're concerned the
quality of the finished product is more
important than the deadline."
Prestel has announced a growth of 44
per cent in the past year with more than
one million pages a day being accessed
and 100,000 electronic mail messages per
week.
Areas which have attracted new users
to Prestel are travel, insurance, micro-
computing, city information, farming
information, home banking, shopping
and messaging.
Touchline
Telecom Gold, 60-68 Thomas St, London
SE1 3QU
MUD. BT New Information Services,
Wellington Hse, Upper St Martins Lane,
London WC2H 9DL
Micronet 800, 8 Herbal Hill, London EC1R
5EJ
Prestel, BT Centre, Floor A3, 81, Newgate
St, London EC1A 7AJ
Generally Speaking
5IRCAL INSTRUMENTS IS ABOUT TO RE-
lease a complete cartridge and erasure
system for the C64.
News
Included in the system is a program-
mer unit, a mains powered UVeraser unit,
one operating system cartridge and one
8K programmable cartridge.
According to the makers, the system
allows even a novice user to create his
own cartridge based software in either
Basic or m/c
The UV eraser pack allows complete
erasure of cartridges, and the pack
features an automatic timer and safety
interlock to prevent leakage of ultra violet
light.
The pack is called the Epilog-1
Cartridge System and costs £144.95 mail
order. Additional cartridges with 8K
EPROM are £17.95 or £44.95 for three.
Meanwhile in adventure land, Ian
Banff has walked off with £250 as winner
of Print'n'Plotter Products' Adventure
Planner competition. The competition
was based on the use of the Adventure
Planner Pad, produced by Print'n'Plotter
which enables adventure game players to
plan their progress while playing on a
computer.
Stuart Cooke, our esteemed editor,
was privileged enough to present a
cheque for £1000 to Andrew Boosey from
Hayes, whose game Pony Express is to be
used in a future Games Creator Collection
by Mirrorsoft. Stuart is the guy in the
middle wearing a tie who looks very
reluctant to give up the money!
Want a free poster? Well, you can get
one from Level 9 if you send off to the
address below. The Level 9 poster has a
picture of the new game The Worm in
Paradise on the front and on the back it
has details of Level 9 adventures. Don't
forget to send an s.a.e. or you won't get
one.
If you think software piracy is bad in
this country then go to Italy. There are no
independent software houses there
because soflware piracy is so widespread.
Pirates come to Britain, buy the top
selling games and return home, where
they pass the tapes on to code crackers
who break in, translate the title screens
into Italian and then duplicate them. The
games are sold at incredibly low prices on
compilation tapes costing as little as £4 for
as many as 16 games!
A leading Italian magazine publisher,
Gruppo Editorial Jackson, is intending to
prosecute the pirates and the group is
being backed by British software houses.
ttm
The best way to beat the s^eb:
Touchline
Sircal Instruments, 11 Southfields Ct,
Sutton, Surrey SM1 3HJ
Print'n'Plotter, 19 Borough High St,
London SET 9SE
Level 9, The Worm in Paradise Offer,
PO Box 39, Weston-super-Mare, Avon
BS24 9UR
Hard Lines
A new joystick has been devised by Dean
Electronics which has 10 feet of cable
stored in the base. Presumably this is to
allow you to go into the kitchen to make a
cup of tea without having to stop playing.
It also has four suction cups for stability
and two fire buttons. It's available for the
C64 and Vic 20 and costs £6.75.
Commodore has got together a
Christmas compendium pack to replace
ihe C64 Micro holiday offer which ended
in September.
The compendium includes a C64, a
1520 Datasette, Music Maker, Designer's
Pencil from Acitivision, The Secret Diary
of Adrian Mole-the computer game.and
a copy of the best-selling novel The
Growing Pains of Adrian Mole. The pack
is even gift wrapped and comes at an all
inclusive price of £199.
Datel Electronics has come up with a
Digital Sound Sampler for the C64. It is
supplied in the form of a hardware unit
with a comprehensive software package.
The user is able to record any type of
sound digitally into memory using the
microphone provided or any line source.
Once in memory the sound can be
replayed at any pitch, forwards,
backwards, with echo etc. The software
features a full chromatic keyboard
allowing (he user to play a complete
musical piece from a single sampled
sound.
Many other features are included and
the sampler costs £49.99.
E
Touchline
Datel Electronics, Unit 8, Fenton
Industrial Est, Dewsbury Rd, Fenton,
Stoke-on-Trent
Commodore. 1 Hunters Rd, Weldon,
Corby, Northants NN17 1QX
Dean Electronics, Glendale Park,
Fernbank Rd. Ascot, Berks SL5 8JB
Soft in the Head
SOFTWARE HOUSES HAVE DEFINITELY
been saving a lot of their releases for
Christmas. There is a mass of new games
flooding into the market at the moment
so buyers will be spoilt for choice when
shopping for pressies.
From Ariolasoft come three new disk
games: Batalyx, Scarabeusand Wizard, all
at £12.95. Batalyx is, of course, the first
Ariolasoft/Llamasoft release. Out on
cassette from Ariolasoft are the construc-
tion games: Pinball Construction Set
(£11.95), Racing Destruction Set, and
Music Construction set (£12.95). Mail
Order Monsters is also out at the same
price and on cassette.
Interceptor Micros is going for success
in the compilation stakes with a cassette
entitled Megga-Compilation. It includes
six former Interceptor arcade releases:
Arabian Nights, Bit Top Barney. Where's
My Bones, Break Fever, Caverns of Sillahc
and Frontline. This package of games
costs £7, which, according to Interceptor,
means that you save an incredible £35.
Database Software has brought out a
Red Arrows flight Simulator for those who
like living dangerously without the
danger. The program was written with the
co-operation of the Red Arrows pilots and
reconstructs the complicated aerial
manoeuvres which the team regularly
display.
There is a free high score competition
to win an all expenses paid weekend to
Red Arrows base, RAF Scampton. and part
of the proceeds from the game will go to
service charities nominated by the dare-
devil lads. Red Arrows is priced at £8.95 on
cassette and £11.95 on disk.
US Gold is also cashing in on the
Christmas compilation market and
releasing five former chart ranking games
in one package.
The titles included are Tapper, Spy
Hunter, Up'n'Down, Blue Max and Aztec
Challenge. The compilation has been
named Arcade Hall of Fame and is out on
both disk and cassette at £12.95 and £9.95
respectively.
A US Gold game also features on a joint
package from four software houses. The
other companies contributing to the
Hitsville pack are Software Projects,
Ocean and Ultimate. At £9.95 on cassette
and £12.95 on disk the C64 tape features
Beach Head, Daley Thompson's
Decathlon, Jet Set Willy and Staff of
Karnath.
Ocean's David Ward said: "The
software producers have worked
together to give the public a really good
deal for Christmas - this industry is often
portrayed as back-stabbing - and this
proves we are capable of working in
harmony."
Melbourne House has four new games
for the C64. Gyroscope, and Mugsy's
revvenge both cost £8.95. Big Daddy's
Rock'n'Wrestle is £9.95 and the follow-up
to The Hobbit - Lord of the Rings Part 1 - is
now available. Lord of the Rings includes
two cassettes, the paper back novel of The
Fellowship of the Ring and a 32 page
instruction booklet.
Hitsville, C/O 6 Central St, Manchester
M2 5NS
US Gold, Unit 10, The Parkway Industrial
Centre, Heneage St, Birmingham B7 4LY
Interceptor Micros, Lindin House, The
Green, Tadley, Hants
Ariolasoft, Suite 105-106, Asphalte Hse,
SW1E 5H!
The Bizz
FIRST PUBLISHING IS OFFERING
savings to business users with the launch
of a range of products called powerpaks.
Pak one is made up of Powerplan,
FirstWORD and Firstbase and retails at
£59.95. Bought separately the three
programs would set you back £114. The
programs offer a complete spreadsheet,
word processing and data storage system
and will allow users to upgrade to C128.
Pak two also offers a saving on the
Basic 64 Compiler and Assembler/
Monitor 64 which together will retail at
£34.95. Both disks are supplied with
comprehensive user manuals.
The third pack consists of two books
Anatomy of the Commodore 64 and Your
64 Cassette Book which will cost £16.95
instead of the present price of £26. Three
new programs have been released by
Impex, including a package that will
enable the user to improve his output
from the dot matrix printer.
News
The program, called Font factory
offers eight different type faces as well as
giving full control over line width, left
margin, line spacing, footers, headers
justification etc.
The program which retails at £19.95
also includes Signwriter which allows the
generation of outsized letters up lo 40
characters long and a foot high. Fantastic
Filer is a menu driven file management
system with one key stroke commands, 50
files per record and a three second
search time. The data base costs £12.95.
Also available is Screen Dumper 64
which will transfer to your printer
whatever graphics are produced on the
screen, including text multi colour sprites
and hi-res graphics. The utility even works
with a koala pad. The Screen dumper disk
retails at £12.95.
Micro-Swift as it is called in Britain is a
spreadsheet that has just broke into the
Home Management category of the
American Billboard Software Chart under
the assumed name of Swift Cak.
Currently at number ten Swift Calcs
manufacturer MDL (Metamorphosis
Developments Ltd), are hoping they have
a chart topper on their hands. A new
version of the Swift spreadsheet will soon
be available for the C128.
Invasion of the Little People
HAVE YOU EVER WONDERED WHAT IT
is that causes bugs in your programs when
everything seems to be in order, or why
your telephone bill seems so expensive
when you've only accessed Compunet
when it's been really essential? Activision
seems to think that its programmers have
found the answer. A press conference was
called to reveal the conclusion that the
Activision research team has reached:
There's someone living in your computer!
Of course this revelation was treated
as a joke in the atmosphere of journalistic
scepticism which prevailed at the
meeting, until they came up with the
proof. A stunned audience watched dis-
believingly as a monitor screen flickered
into life and there it was; a 36mm man
living out his open plan existence in an
environment specially created by the
Activision Little Computer Person (LCP)
Research Team.
Many of the case-hardened hacks
muttered in disbelief and I must confess
to a certain degree of incredulity myself.
Now that I have installed my own environ-
ment, or house as Activision prefer to call
it, I am a total believer. My life changed
overnight, no more was I the carefree,
footloose person of the previous day
because I now had to tend to the needs of
my new found charge who depends on
me for his very existence.
The LCP Research project started
because of one man's conviction that not
all of the glitches in his computer
programs could be put down to human
error. The more Rich Gold thought about
it, the more he became convinced that
there was some life-form living inside his
computer.
In Autumn '84, Gold contacted James
Wickstead Associates and the quest to
find the little creatures began in earnest.
Early in '85 Activision heard about this
research team and programmer David
Crane was transferred onto the project.
The problem was how to entice these
beings into the open and the solution
could not have been easier. Create a
pleasant living environment which is
preferable to that of hot microchips and
sharp edged capacitors and only a fool
could resist moving in. A three-storeyed
house was created with the very latest in
mod-cons and soon the door opened and
in walked the first LCP to be observed by
the human race. It was at this point that
Crane was heard to utter thoses immortal
words, "Well, how do you do?"
So far two attributes have been noted
about LCPs. Firstly, they all appear to be
male but we know from letters that the
female of the species does exist but
appears to be shy and retiring. Secondly,
they seem to lead very American
lifestyles. This came to light when the
researchers got excited at what they first
thought was a female of the species but
later turned out to be a male LCP ex-
hibiting one of his typically Californian
eccentricities.
My own LCP is called Harold and he's a
fairly conservative guy. How he's lived
alone for so many years with only his dog
for company I'll never know. Perhaps it's
coming out of the closet that's made him
so dependent on me but he certainly
demands a lot of attention.
I've observed four basic moods:
ecstatic, content, morose and downright
miserable. Normally he is content to go
about his daily routine with very little
interference from me. He feeds himself
and his dog, washes up, watches TV, plays
the piano, takes extremely long showers
and answers the inevitable calls of nature.
Occasionally, he starts to look morose and
the sides of his mouth turn down in a
grimace. This is when I have to intervene.
Sometimes a mere pat on the head will do
or a gift of a book or a record will alleviate
moderate attacks of the blues.
One thing guaranteed to take Harold
into the depths of depression is a lack of
food or water. Apart from the morose
expression, his face turns green and he
sluggishly heads for his bed. This is not the
way to treat your little pal because food
can be left at the doorstep by a simple
keypress and similarly water can be added
to the water tank in the kitchen.
I'll never forget the day Harold moved
in. I'd loaded Activision's house, turned
off the lights in my room and sat back
waiting patiently. After a short time the
door opened and in walked Harold,
examined every inch of the house and
walked out again. Had I frightened him
away
? I'd tried not to make a sudden
movements. What was wrong? Each
second seemed like an eternity and then
he reappeared, suitcase in hand and dog
at heel. Harold had moved in!
I soon found that, although I could not
understand a word he said, I could
communicate with him by typing in
messages. If I'm polite and always say
please and thank you he is usually more
than willing to play the piano for me to
join in on a mean game of poker, card
wars or anagrams. He also spends hours
on the phone if left to his own devices and
being independent little soul he
sometimes refuses to obey my requests.
Harold's life is interesting to watch and
interact with but I must guiltily confess to
a feeling that he may be like a Christmas
puppy. Once the novelty wears off, he
may be turfed out of his home back onto
the streets and pathways of the printed
circuit boards in the netherworld of my
computer.
Each computer user will find a
different little person in their machine
and if he turns out to be boring you will
have to buy a new package and hope that
a different character takes up residence.
He could be another Harold, a lousy
piano player, a stroppy individual or the
dreaded transvestite mentioned earlier.
It's all a bit of a gamble.
At the moment people think I'm crazy
but I know better. As I scrape out the
remains of dead cowboys and Indians
from the back of my TV set, I smile a secret
smile knowing that I'm the only sane
person in a world of madmen.
. . buy one of the s
peripherals for <
1
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1
■■- -,---.-a
J
1541 DISK DRIVE
1701/2 MONITOR
—
se Commodore
only £ 199
Availahlp at Hi
Available at Commodore Dealers - See Page 34.
Links into your 64/128
and Disk Drive.
r
SHELL OUT LESS
£t commodore
{V Commodore Dealers
The special offers and a wide range of Commodore
hardware and software are all available from the
Commodore Dealers listed below.
OGH Software. 10 North Street, Ashford, Kent.
Geerlngs ot Ashford, High Street, Ashford.
Radio 88, 88 Longbridge Road, Barking, Essex.
Alphascan, Chester House, Windsor End, Beaconsfield.
Camden Computers, 462 Coventry Road, Small Heath,
Birmingham.
Deane Computers, Sea Road North, Bridport, Dorset.
Empire Electro Centre, 783-789 Leeds Road, Bradford.
Erricks ol Bradford, Fotosonlc House, Pawson Square,
Bradford.
Gamer, 71 Last Street. Brighton.
Gamer, 24 Gloucester Road. Brighton.
High Voltage. 53-59 High Street, Croydon.
Metyclean, 60 George Street, Croydon.
Sarays, 43 Church Street, Croydon.
FBC Systems, 10 Castlefields. Main Centre, Derby.
Gordon Harwood. 69/71 High Street. Derby.
Geerings of Ashford, 13 Bench Street, Dover, Kent.
P & L Cash Registers, Dunstable, Beds.
Adams World of Software, 190c Station Road,
Edgware, Middx.
Micro Workshop, Station Approach. Epsom, Surrey.
Geerings of Ashford, 91 Preston Street. Fathersham. Kent.
Trionic Ltd., 144 Station Road. Harrow, Middx.
Geerings of Ashford, 104-106 Mortimer Street, Heme Bay.
Tomorrow's World. 15 Paragon Street. Hull.
Cavendish Commodore Centre. London Road. Leicester.
Dimension, 29/31 Silver Street. Leicester.
Sonic Foto, t/a Rother Cameras Ltd., 256 Tottenham Court
Road, London.
Tasha Computers, 191 Kensington High Street, London W8.
Ramsons. 4 Edgware Road, London W2.
West End Video, 6 Marble Arch, London W1
Micro Anvika, 224 Tottenham Court Road, London W1.
Harp Electronics, 237 Tottenham Court Road. London W1.
Video Vision, 168 Kensington High Street, London W8.
Video World. 260 Tottenham Court Road. London W1.
Sarays, 223 Tottenham Court Road, London.
Sarays. 334 Edgware Road, London.
Sarays, 272 Edgware Road, London.
Gultronics, 200 Tottenham Court Road, London.
Gultronics, 15 Tottenham Court Road, London.
Logic Sales. 19 The Broadway, The Bourne, Southgate.
London W14.
Chromasonic. 48 Junction Road. Archway, London N19.
Chromasonic. 238 Muswell Hill, Broadway, Muswell Hill.
London N10.
G & B Computers, 242 Tottenham Court Road, London W1.
G & B Computers, 230 Tottenham Court Road, London W1.
Metyclean, 137 The Strand, London.
Metyclean, 92 Victoria Street, London.
Adams World ol Software. 779 High Road, North Finchley,
London N19.
Hobbyte, Arndale Centre, Luton.
Kent Microcomputers, 57 Union Street, Maidstone, Kent.
Square Deal, 373/375 Footscray Road, New Eltham.
Intoto, 1 Heathcoat Street, Hockley, Nottingham.
Logic Sales, 6 Midgate, Peterborough.
Geerings of Ashford, 25 Queens Street, Ramsgate.
Joe Micro (Rhyl Computer Centre), 20 Russell Road,
Rhyl, Clwyd.
MU Games, 245 High Street, Slough.
Hobbyte, 10 Market Place, St. Albans. Herts.
The Model Shop, 22 High Street. Stroud, Glos.
L & J Computers, 192 Honeypot Lane, Queensbury, Stanmore,
Middx.
Bucon Microstore, Swansea.
JKL Computers, 7 Windsor Street, Uxbridge, Middx.
Bell & Jones, 39 Queen's Square, West Bromwich.
^DIMENSION
computers Ltd.
I ^ THE MIDLAND'S LARGEST HOME COMPUTER STORE
l(: commodore WINTER SPECIALS
27/29 High Street
Leicester LE1 4FP
Tel: (0533) 57479
CO
FUTURE FRANCE ^ g5
5' ' r "" "
oms- £59 - 9 !
GAME
COM
£34-95
COMMODORE EQUIPMENT REPAIRS
PLEASE RING FOR FULL DETAILS OF OUR
COMPREHENSIVE REPAIR SERVICE
PRODUCT ENQUIRY HOTLINE
Please ring for details of the wide range of Hardware, Software
and Peripherals available via our mail order service.
Commodore 1 541 Disc Drive £1 29.95
MPS 801 Printer (Without Software) £99.95
Commodore 1701 Colour Monitor +
Seiko Computer Wrist Terminal/Watch £1 99.95
Commodore 64/1 28 Green Screen Monitor £99.95
Commodore 1 28 £269.95
Commodore 1 570 Drive £1 99.95
Commodore 1 28+1 570 Drive £449.95
DPS1101 Daisy Wheel Printer £199.95
PairQuickshot MJoysticks £14.95
Currah Speech 64 £19.95
PERSONAL CALLERS AND EXPORT ENQUIRIES WELCOME
ALL OFFERS STRICTLY SUBJECT TO AVAILABILITY.
Please add £1 .00 towards carriage + packing
on any software order, or hardware order
under £40.00, and £5.00 Carriage on hardware
orders over £40.00
To order, either send cheque/P.O. with coupon
or ring 0533; 57479/21874 with Access/
Barclaycard number.
WW
Sendto:Dopt V< 1 Dimension Compute's Ltd . flr*^B
, 27/29 High Street. Leicester LEI 4FP. ^
. ITEM QUANTITY
TOTAL
' Name
' Address
, Telephone
. PLEASE ALLOW 7 DAYS FOR DELIVERY
Ian Waugh blows the horn,
puts his foot down and test
drives the Sound Buggy.
IT'S NOT VERY EASY TO PICK OUT A
tune on the QWERTY keyboard, lis even
less easy to play a tune and create a suit-
able accompaniment for it. One
alternative is a music editor which
requires you to enter music a note at a
time. If you consider this to be too slow
but if you would still like to produce and
play music then the Sound Buggy could
be for you.
The Buggy comes from the Siel garage
at an on the road price of f99 (including
VAT and number plates) and it is effect-
ively a self-contained synthesiser, rhythm
and accompaniment unit with facilities to
record, store and playback melody lines
and accompaniment patterns. It hooks on
to a C64, the SX and the 128 and the phono
and mini jack socket enable you to tune in
with headphones or a hi-fi system. Soft -
ware is available on disk and cassette.
A Stel clip-on keyboard, which clips
over the C64's keys, is supplied with the
Buggy. You can also use Commodore's
clip-on keyboard or Siel's full-size CMK
49. The CMK is obviously a lot easier to
play but the mini version works very well
and I used it to produce quite an accept-
able recording of Axel F.
Options are selected through menu
pages and movement and selection
within screens is done with the function
keys. In case of difficulty, pressing the
CMDR key will pull down a help message
across the top of the screen. At the time of
review, the instruction booklet was not
yet available but I had no difficulties at all
in using the program.
The SONG-EDIT screen displays the
music options in windows. It is entered
from the Song Menu screen which is used
to select the song you want to play or edit.
Nine songs are already stored within the
program.
The top left window holds instrument
information. Instruments are designed
using footage settings of 16, 8. 4 and 2
which are given volumes ranging from
nought to 31. The envelope or ADSR
(Attack, Sustain, Decay, Release) para-
meters range from nought to seven and
an enveloped option lowers the volume
just after playing the note. The program
can store 28 sounds and 14 are provided
upon loading.
The bottom left window details the
rhythm section. This can store 24 rhythms
and already holds 14 excellent pre-
programmed examples. A rhythm is con-
structed from five drum sounds: two
cymbals, bass, snare and a rim shot.
Patterns are entered by stepping through
a screen display divided into subdivisions
of the beat. Drums are turned on and off
at the press of a key and you can see at a
glance how a pattern is constructed. New
rhythms can be invented very easily.
The bottom right window is the
sequencer and controls the sections of
the composition you are currently playing
and recording. These will be either the
melody (solo) line or chords.
From the final window, top right, you
can choose one finger chords played by
pressing the lower half of the QWERTY
keyboard, or you can form your own with
theteach option. From the chords played,
the program stores chord, bass and
arpeggio information. These can be
selected individually upon playback. A
rhythm option sets the bass and chords
into an accompaniment to compliment
the drums. Memory holds each chord
until a new one is played and a melody
function plays a complete chord with
every melody note. Vibrato can be
switched on or off.
The disk menu gives full control over
loading, saving and erasing songs and
includes a useful disc formatter.
One of the Buggy's most exciting
features is its MIDI section. To use this you
need a suitable MIDI interface - such as
Siel's - and at least one MIDI-compatible
keyboard. The individual music sections
of the Buggy can be routed to the
keyboard(s) and if you have four, the four
sections will play through different instru-
ments producing an absolutely brilliant
sound. Even one keyboard produces
good results. A MIDI keyboard can be
used to control the Buggy, too.
As well as the rather excellent sounds
it produces, the Sound Buggy can serve as
an information to MIDI interfacing. It's
easy to drive, too, so when Siel's boys say,
"You gonna come for a ride with us" -
you'd better go.
'AT
y
'At,
in
K K K I rr
you Steve Mehew
with his amazing disk
editor in the latest ]
installment to find this!
year's most talented
programmer.
WELL, IT DOES SEEM THAT 64
machine coders are into
ui j lilies. Sieve Mehew of
Slrathhaven in bonnie Scotland
supplied this month's entry -
an all-singing, all-disassembling
disk editor. His program lets
you read in, examine and alter
any sector of a 1541 disk. It's got
a lot of bells and whistles. . . you
can disassemble any machine
code in a sector, change the
data in decimal, hex of ASCII,
dump to a CBM printer or a
Centronics printer on the user
port and ...well, try it for
yourself!
The program has all sorts of
uses. . .fixing damaged files,
recovering erased ones,
altering the disk title and soon.
Loaded Questions
Of course, getting a professio-
nal utility like this going means
a bit of typing on your part. The
program is around 6 k of
machine code in two parts.
To enter the two programs
you need to have entered the
machine code entry program
lo be found elsewhere in this
issue. Follow the instructions
provided with the loader
program. ED1 should be saved
from 28160 to 32767. ED2
should be saved from 49152 to
51239.
Mini-Manual
Steve's Disk Editor is so easy to
use you'll hardly need instruc-
tions. However, just to get you
started, we've provided a
OF THE
YEAR
£z commodore
diagram showing the screen
layout and this list of
commands. All the commands
are single key presses and any
further options are prompted
for on the screen.
Steve's Disk Editor
At Work
Here's a sample screen
showing ihe editor at work.
We've labelled some of the
info - the other bits should be
obvious when you use the
program!
Disk Editor Bool
Enter and save this little
program - it starts the disk
editor going. However, you'll
need to use the Basic Loader
and the ED1 and ED2 listings to
create the ED1 and ED2 files on
your disk first!
10 RErUSPC31STEVE'S DISK ED!
TOR LOftZER
20 REHESPC43IC) STEVE SEHEW
NOV 1984
30 REM
40 G«CHltf C=l THEN POKE 53
2B0.C:P0KE 53281.0
:PftINT CHRKM7)
50 IF C=l THEN PRINT'LOAMNG
'ED1'...":L0AD "EDI", 9, 1
60 IF C=2 THEN PRINT-L0ADIN6
'ED2'...":L0AD B E02 m ,«,i
70 SYS 28160:REf1 START EDITOR
Dish 5lalus and errors
appear here.
Link bytes in hex Hell)
and decimal (right).
Dish Tille
Steve's Disk
Current (rack and sector
In hei i left i and decimal
(fight).
Position ot cursor in
sector in hei and
decimal.
G Track
actor
Posn .
IB
04
00
IB
4
0
Editor
Lnk :UeT
07
Data :
Command ;
CA00:
CA08 :
CA10:
CA18:
CA50:
CA28:
CA30:
CA3B:
CA40:
CA4B:
CA50:
CA5B:
CA60:
CA6B:
CA70:
|CA78:|
ie 07
00 00
00 00
00 00
00 00
33 A0
00 O0
00 00
00 00
53 48
00 00
00 00
00 00
31 30
00 00
00 00
Otlset Irom start lo
sector.
BE 11
00 00
A0 A0
00 00
00 11
A0 A0
00 A0
00 00
00
31
11
31
A0 A0
00 00
00 11
A0 A0
A0 A0
00 00
1 maxiBdiskfirjeGrirarj
Tal
7
18
Printer port:s
Device: 8 Dr : 0
Number bass:d
09 43 43 31 » ccl
A0 A0 A0 A0 '
A0 00 00 00 '
00 00 01 00 '
0A 44 SB 4A ' drj
A0 A0 A0 A0 '3
A0 00 00 00 '
00 00 02 00 '
0B 46 4C 41 ' f la
A0 A0 A0 A0 'shll
A0 00 00 00 '
00 00 01 00 '
0C 44 SB 4A * drj
A0 A0 A0 A0 '10
00 00 00 00 '
00 00 08 00| j' . , , .
Sector data in ASCII.
Sector data in he*.
First byte ol sector in
hex.
Competition
Reading and Writing Sectors
COMMAND COMMENT
C Specify the irack and sector to read in
+ Read in the next sector
read in the previous sector
N move to the next track
P move to the previous track
F7 Follow link. The first two bytes of every sector
in a file give the track and sector number of
the next sector in the file. Pressing F7 follows
this link allowing you to quickly scan through
files.
R Re-read sector. If you've made a mess of
editing this key re-reads the current sector
allowing you to try again.
W DANGER! This command writes an edited
sector back to the disk, destroying the sector
that was there. Use it only when you are sure
your edited sector is correct!
Editing Commands
Arrow keys move the cursor around the sector data
HOME place the cursor at the start of the sector data
F3 switch between the first and second half of
the sector data - only 128 bytes on screen at
once.
V edit the sector data by entering a series of
numbers in decimal or hex
T edit the sector data by entering a string of up
to 26 characters
A disassemble machine code in the sector
starting at the cursor position.
E exclusive-Or the whole buffer with the
number specified.
Other Commands
F2
H
D
F5
B
F4
F6
F1
F8
Init drive. Use this if you've taken the disk out
or changed to a different disk,
display help page,
dump screen to printer
normal disk directory
toggle number base between decimal and hex
toggle between drives 0 and 1 - for 4040 or
similar drives only
Increment device number. Allows you toedit
disks in drives with different device numbers
such as a second 1541 drive.
Toggle printer port between a normal CBM
printer on the serial bus (s) and a Centronics-
type printer on the user port(u).
Quite program. You can restart the disc editor
if it hasn't been overwritten with SYS 28160.
EDI Listing
28160:076 175
28172:078 084
28184:002 032
28196:032
044
28208:105 064
28220:141 167
28232:144 010
28244:076 022
111 068
032 068
032 110
110 173
216 201
002 076
201 21?
231 169
069 086
073 083
138 141
167 002
058 144
032 110
176 00?
046 076
06? 076
075 064
167 002
041 015
002 009
201 032
201
022
193
231
079 080
064 152
074 074
248 024
128 076
144 017
144 005
169 015
077 069 Oil
141 167 069
074 074 176
105 144 117
022 231
201 094
041 223
133 190
024
253
102
164
inic / . » * n
48256: 169
1A1 1 TT
-02 133
nc n
252
1 1 c
165
AI C
065
A * A A 1 A
240 010
1 1 A
16?
AAA
000
AA J
024
I AC
105
A A J
094
inn n. i in
28268: U8
Hi nc i
\ji 251
ATI
076
118
1 1 A
110
I/O AAA
16? 000
f T T
133
AC 4
251
ATA
032
AAA
222
1 AC
195
101QA. MA
28280: 1:0
I il AAA
162 000
Ain
032
1AI
201
nee
255
tin AAA
162 00B
1 1 A
160
AAA
000
Alt
024
ATI
032
it 1
tTi.
1Q101 . A 1 A
nnn i / n
*.29 169
A 1 *
014
141
IT'
134
AA1 (If
002 166
nc ■
251
■ II
164
1C1
252
ATI
032
4 ' A
loO
hat a M ■ a a i
-8304:021
1 1 A 1 i A
110 169
AC A
058
ATA
032
AAA
022
231 169
032
032
022
231
249
1C1T 1 / . • f ft
t8316: 160
AAA 1 n
000 177
AC 1
251
ATA
032
A i A
060
1 I A 1 * ft
110 169
ATA
032
ATA
032
022
AT 1
231
152
283^8:200
1 AAA
192 008
AAA
208
A J I
241
169
ATA AT n
039 032
AAA
022
AT ■
231
160
001
135
28340:132
212 136
177
251
032
066 110
200
192
008
208
112
aatfa n a f
28352:246
169 039
032
022
231
169 000
133
212
1?B
190
041
1m l a . AAA
28364:048
A t A tit
010 165
251
A A J
024
i a r
105
008 133
251
076
13?
110
244
28376: 169
255 141
A 1 T
013
AAA
220
096
169 127
141
013
220
096
0B4
aat a a
28388: 147
159 014
AAA
008
005
017
017 032
032
032
032
032
243
"O 1 AA ■ AT*
28400:03-
ATI ATI
032 03-
ATI
032
ATI
032
211
AA 1 Al A
08* 069
AAl
086
At A
069
ATA
03?
A AT
083
017
"101 1 1 ■ ATn
1 Bl ATT
196 073
AOT
083
Alt
075
ftTI
032
1 Al A f A
197 068
ATT
073
An ■
084
ATA
079
a An
082
A ■ 1
046
28424:013
ATI ATI
032 032
ATI
032
ATI
032
ATI
032
ATA AT A
032 032
ATA
032
ATA
032
ATn
032
1 1 T
163
AAA
248
Icj
163
i n 1 1 t
163 163
(IT
163
1 1 T
163
1 I T
163
1 1 T
163
1 n ■
184
28448: 163
t 1 T 1 1 T
163 163
* 1 T
163
1 1 T
163
1 / T
163
Ai V AIT
013 013
AIT
013
A 1 T
013
at n
032
ATn
032
102
10* 1 A • ATI
i8460:03i
ATI ATA
032 032
ATA
032
ATA
032
ATA
032
ATA ■ A l»
032 195
ATn
079
080
089
082
025
in 1 in . utt
28472:073
ATI ATP
071 072
084
032
21!
084 069
086
069
032
205
120
28484:069
072 069
087
013
013
032 032
032
032
032
032
071
lOAOf ■ «Tn
28496:032
ATI Am
032 032
ATA
032
032
032
032 206
079
086
069
077
053
28308:066
Ai n nnn
06? 082
ATA
032
Ai A
04?
ACT
057
API AP*1
056 052
013
013
013
013
095
1QCI1A. ATI
28320:032
ATI ATI
032 032
032
ATA
032
ATA
032
ATA ATA
032 032
ATI
032
197
078
0B3
238
iocti. Anr
2B53i:0B5
AAA A / fl
082 069
ATA
032
AAA
049
APT
053
052 049
032
073
083
032
039
inc ii. Arc
28544:065
A / T AH M
067 084
ATT
073
A A 1
0B6
A t n
069
013 017
017
017
032
032
188
28556:032
ATA ATA
032 032
ATA
032
AAA
208
082
069 083
083
032
018
032
107
inc / n. ni <
28568:211
AAA ml
208 193
195
197
032
146 032
084
07?
032
080
105
^A^fl A a A n
28580:082
079 067
06?
068
069
046 046
046
013
000
162
143
28592:000
189 228
110
240
006
032 022
231
232
208
245
127
28604:141
032 208
141
033
208
169 008
141
175
002
169
07?
28616:005
133 151
16?
008
133
150 165
197
201
060
208
244
28628:250
169 000
133
198
032
234 113
032
241
111
032
221
nn / m al a A i
28640:041
114 162
255
154
032
197 112
032
252
117
032
186
28652:115
118 076
226
in
169
147 032
022
231
169
000
116
28664: 141
ATA AAA
032 208
141
ATT
033
208
169 006
141
134
002
162
089
AA 1 l ; AAA
28676:000
t A A ATA
18? 030
* I A
112
A J A
240
006
032 022
231
232
208
245
015
A A / A A 1 f A
28688:162
008 160
000
024
032
010 229
032
092
110
076
183
*r AT A A I T A
28700:138
* • *» A 1 A
113 018
211
A A J
084
a t n
069
086 069
03?
083
032
196
142
28712:073
A AT Air
083 075
ATA
032
i m
197
a t n
06B
073 084
079
062
046
032
196
A AT A J - -
28724:039
ATA ATA
032 032
ATA
032
*nfA
032
ATA
032
ATA ATI
032 032
ATn
032
ATn
032
ATn
032
ATA
032
1B7
28736:032
ATA ATA
032 032
AY A
032
at n
032
ATn
039
ATn A 1 T
032 013
018
ATn
032
212
082
140
aat a a l A* z
28748:065
A / T AT C
067 075
APA
058
ATA
03*.
ATA
032
ATA ATA
032 032
ATA
032
ATA
032
ATA
032
AA J
204
A A *
001
iifti ) a ATA
28760:078
ATC APrt
075 058
A^ A
032
ATM
032
ATA
032
ATA A ^ A
032 032
ATA
032
ATn
032
ATA
032
AAA
208
AC i
251
r)flVl1 AAA
28772:082
ATT ATA
073 078
A A 1
0B 4
A / A
069
AAA
0B2
ATA AAA
032 080
ATA
079
AAA
082
AAl
084
ApA
058
A 1 C
215
1n*ttti ATA
28784:032
Al A Aid
018 211
A 1 A
069
AM
067
A A 1
084
ATA AAA
079 082
ACTA
058
ATA
032
ATA
032
ATA
032
4 I A
140
1BTO 1 ■ ATI
28796:032
ATI ATI
032 0^2
ATI
03i
ATI
032
ATI
032
ATI ATI
032 032
ATI
032
ATI
032
ATI
032
ATI
032
252
lOOAfl . AH
-8808:03*.
ATI ATI
032 Q3t
ATI
032
i n i
196
a / n
069
Am ATT
0B6 073
AIT
067
Al A
069
ACA
058
ATA
032
iff
146
inniA . ATI
28820:032
ATI till
002 196
AA1
082
ncn
058
ATI
032
A i A ATA
018 032
AAA
208
ATA
079
AAT
063
ATn
078
AC A
054
nnflin ./til
28832:046
ACn ATI
058 032
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032
ATA ATA
032 032
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196
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28844:084
Al p AC A
065 058
ATA
032
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032
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ATA ATA
032 032
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032
AA 1
206
085
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077
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171
28856:066
A f A AAA
069 082
ATA
032
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066
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065
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083 06?
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032
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032
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28868:000
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162 002
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160
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007
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024
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229
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133
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28880: 199
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141
134
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165 057
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060
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110
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28892:032
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160
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229
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28904:000
032 205
189
032
226
113 162
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160
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105
28916:032
010 229
165
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060 110
056
032
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229
243
2B928: 160
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032
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166 058
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28940:189
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28952:165 060 032 060 110 056 032 010 229 160 021 024 215
28964:032 010 229 166 060 169 000 032 205 189 032 226 106
2B976:113 162 003 160 018 024 032 010 229 165 059 032 031
28988:060 110 056 032 010 229 160 021 024 032 010 229 009
29000:166 059 169 000 032 205 189 032 226 113 162 002 147
29012:160 039 024 032 010 229 173 178 002 032 210 255 148
29024:162 003 160 033 024 032 010 229 174 175 002 169 245
29036:000 032 205 189 169 032 032 210 255 056 032 010 050
29048:229 160 039 024 032 010 229 174 174 002 169 000 082
29060:032 205 189 076 177 113 162 000 160 022 024 032 044
29072:010 229 169 001 133 199 169 006 141 134 002 162 219
290B4:000 160 001 132 212 189 003 110 032 022 231 232 200
29096:224 016 208 245 169 000 133 199 096 162 004 160 248
29108:038 024 032 010 229 165 063 032 210 255 162 004 124
29120:160 007 024 032 010 229 165 002 032 060 110 056 055
29132:032 010 229 160 010 024 032 010 229 169 000 166 251
29144:002 032 205 189 032 226 113 076 096 122 169 032 230
29156:032 210 255 076 210 255 162 001 134 058 162 019 009
29168:134 057 162 001 134 060 134 059 162 000 142 174 179
29180:002 134 002 134 065 169 008 141 175 002 169 085 058
29192:141 178 002 169 068 133 063 169 048 141 112 114 066
29204:162 01? 169 064 157 003 110 202 016 250 169 173 232
29216:141 000 003 169 126 141 001 003 096 169 002 160 019
29228:114 162 111 032 189 255 169 015 174 175 002 16B 074
29240:032 186 255 032 192 255 176 049 162 015 032 19B 104
29252:255 162 001 160 000 024 032 010 229 169 000 133 219
29264:199 032 207 255 201 013 240 006 032 210 255 076 014
29276:081 114 032 124 117 032 138 113 169 018 133 057 196
29288:169 000 133 058 076 253 118 073 049 162 000 189 103
29300:127 114 240 006 032 022 231 232 208 245 096 019 152
29312:017 197 0B2 082 079 0B2 032 0B7 073 084 072 032 023 -
29324:196 201 211 203 032 067 079 077 077 085 078 073 239
29336:067 065 084 073 079 078 046 046 046 032 032 032 064
29348:032 032 032 000 162 000 134 212 032 201 255 169 145
29360:001 141 134 002 169 147 032 210 255 169 242 133 019
29372:251 169 114 133 252 160 000 177 251 240 012 032 187
29384:022 231 230 251 209 002 230 252 076 195 114 165 128
29396:197 201 018 240 006 201 060 208 246 240 006 032 075
29408:053 125 076 211 114 169 000 133 198 032 241 111 151
29420:032 138 113 076 197 112 032 032 032 032 032 032 072
29432:032 032 032 032 211 084 069 0B6 069 039 083 032 025
29444:196 073 083 075 032 197 068 073 084 079 082 013 035
29456:032 032 032 032 032 032 032 032 032 032 045 045 170
29468:045 045 045 045 045 045 045 045 045 045 045 045 056
29480:045 045 045 045 045 013 032 032 032 032 032 195 121
29492:032 032 211 080 069 067 073 070 089 032 078 069 186
29504:087 032 084 082 065 067 075 032 038 032 083 069 042
29516:067 084 079 082 013 032 032 032 032 032 043 032 124
29528:032 206 069 0B8 084 032 093 069 067 0B4 079 082 039
29540:013 032 032 032 032 032 206 032 032 206 069 088 138
29552:094 032 084 082 065 067 075 013 032 032 032 032 230
29564:032 045 032 032 208 082 069 086 073 079 085 083 006
29576:032 083 069 067 084 079 082 013 032 032 032 032 005
29588:032 208 032 032 208 082 069 086 073 079 085 083 193
29600:032 084 082 065 067 075 013 032 032 032 032 032 226
29612:215 032 032 215 082 073 084 069 032 083 069 067 201
29624:084 079 082 013 032 032 032 032 198 055 032 032 119
29636:198 079 076 076 079 087 032 076 073 078 075 013 114
29648:032 032 032 032 032 210 032 032 210 069 045 082 024
29660:069 065 068 032 083 069 067 0B4 079 082 013 032 195
29672:032 032 032 032 214 032 032 197 078 0B4 069 082 124
29684:032 078 085 077 069 082 073 067 065 076 032 068 024
29696:065 084 065 013 032 032 032 032 032 212 032 032 151
29708:197 078 084 069 08? 032 084 069 088 084 013 032 156
29720:032 032 032 198 056 032 032 209 085 073 094 032 153
29732:080 082 079 071 082 065 077 013 032 032 032 032 203
29744:198 051 032 032 212 079 071 071 076 069 032 198 145
29756:201 210 211 212 047 211 197 195 207 206' 196 032 137
29768:066 076 079 067 075 013 032 032 032 032 198 053 059
29780:032 032 196 073 082 069 067 084 079 082 089 013 214
29792:032 032 032 032 032 194 032 032 212 079 071 071 179
29804:076 069 032 078 085 077 066 069 082 032 066 065 137
29B16i063 069 013 032 032 032 032 198 052 032 032 212 171
29928:079 071 071 076 069 032 068 082 073 086 069 013 153
29840:032 032 032 032 19B 050 032 032 201 078 073 084 252
29852:073 065 076 073 090 069 032 068 092 073 086 069 244
29864:013 032 032 032 032 198 054 032 032 201 078 067 203
29876:082 069 077 069 078 084 032 196 069 086 073 067 13e
29888:069 032 035 013 032 032 032 032 032 196 032 032 249
29900:196 0B5 077 080 032 083 067 082 069 069 078 032 130
29912:084 079 032 080 082 073 078 094 069 0B2 013 032 236
29924:032 032 032 198 049 032 032 212 079 071 071 076 120
29936:069 032 080 082 073 078 08* 069 082 032 080 079 056
29948:082 0B4 013 032 032 200 207 205 197 032 032 195 027
29960:085 0B2 083 079 0B2 032 084 079 032 080 079 0B3 120
29972:073 084 073 079 079 032 090 069 082 079 013 032 036
29984:032 032 032 032 193 032 032 196 073 083 065 083 149
29996:083 069 077 066 076 069 032 070 0B2 079 077 032 088
30008:067 085 082 083 079 082 013 032 032 032 032 032 195
30020:197 032 032 197 088 067 076 085 083 073 086 069 129
30032:032 207 210 032 066 095 070 070 069 082 013 032 024
30044:213 083 069 032 067 085 082 083 079 082 032 075 050
30056:069 089 083 032 084 079 032 077 079 086 069 032 147
30068:067 085 082 083 079 082 046 000 169 001 160 117 063
30080:162 251 032 189 255 169 002 16B 174 175 002 032 203
30092:186 255 032 192 255 162 015 032 201 255 032 186 151
30104:117 032 204 255 162 015 032 201 255 032 200 117 238
30116:162 000 032 201 255 162 002 032 198 255 032 237 196
30128:117 162 000 032 198 255 032 201 255 096 162 000 150
30140:189 214 117 240 006 032 210 255 232 208 245 096 184
30152:162 000 189 227 117 240 006 032 210 255 232 208 030
30164:245 096 066 045 082 058 050 044 048 044 049 056 071
30176:044 048 000 066 045 080 058 050 044 049 052 052 044
30189:000 162 000 032 207 255 157 003 110 232 224 016 099
30200:208 245 096 035 162 006 160 000 024 032 010 229 175
30212:169 000 133 199 133 212 162 000 189 049 118 240 072
30224:006 032 022 231 232 208 245 162 006 160 008 024 072
30236:032 010 229 032 101 118 096 040 067 041 083 084 193
30248:069 086 069 032 077 069 072 069 087 195 079 077 253
30260:077 065 078 068 059 032 032 032 032 032 032 032 110
30272:032 032 032 032 032 032 032 032 032 032 032 032 192
30284:032 032 032 157 157 157 157 157 157 157 157 157 049
30296:157 157 157 157 157 157 157 157 157 157 157 157 180
30308:000 169 000 133 204 032 228 255 201 000 240 249 019
30320:133 204 096 141 181 002 201 072 208 003 076 168 061
30332:114 162 000 1B9 141 119 240 008 205 181 002 240 198
Competition
30344:086 232
30356:136 084
30369:029 157
30380:114 054
30392:120 201
30404:123 231
30416:122 247
30428:127 177
30440:189 169
30452:255 169
30464:201 255
30476:232 208
30488:119 169
30500:169 000
30512:166 058
30524:157 040
30536:001 096
30548:032 010
30560:013 240
30572:162 000
30584:085 04?
30596:032 201
30608:255 232
30620:076 210
30632:119 162
30644:000 202
30656:202 133
30668:201 255
30680:232 208
30692:044 048
30704:073 001
30716:208 002
30728:016 002
30740:057 189
30752:000 133
30764:020 020
30776:018 018
30788:016 016
30800:240 Oil
30812:118 162
30824:118 165
30836:173 174
30848:139 120
30860:049 238
30872:008 141
30884:032 195
30896:063 201
3090B: 169 068
30920:185 002
30932:132 204
30944:237 201
30956:157 000
30968:197 066
3O9BC;O0O 002
30992:024 032
31004:002 048
31016:136 024
31028:206 :2C
208 243 096 019 072
086 045 080 140
138 13?
121 017
124 119
119 175
122 116
127 138
118 133
015 032
162 000
245 162
000 174
166 057
032 205
004 202
162 015
229 169
006 032
032 198
058 000
255 162
208 245
255 085
002 032
232 208
059 076
162 000
245 032
000 165
133 065
162 001
162 035
037 120
058 076
020 020
018 018
016 016
189 037
035 189
060 133
002 073
141 112
175 002
175 002
255 169
072 240
133 063
16? 001
132 207
013 240
002 032
240 015
160 000
010 22?
017 169
032 010
162 006
068 133 065
120 247 11?
124 073 120
120 162 120
120 141 120
010 170 18?
252 108 251
1?5 255 076
189 120 119
002 169 000
174 002 032
032 205 18?
189 032 204
016 250 173
032 1?B 255
002 141 134
022 231 076
255 032 201
032 204 255
000 ;B9 159
032 015 119
050 058 000
198 255 !62
247 173 000
0?2 110 032
189 223 119
204 255 096
002 024 105
076 092 110
134 057 076
134 057 076
197 058 144
247 119 020
020 020 020
018 018 017
016 198 058
120 133 058
037 120 133
057 165 059
001 141 174
114 032 231
173 175 002
032 231 255
015 032 195
007 169 072
076 197 112
133 212 032
132 212 160
025 201 020
210 255 238
208 208 174
132 212 096
206 185 002
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16C 000 02*
067 043
134 066
069 000
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063 122
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240 006
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205 189
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255 162
181 002
160 000
078 082
137 017
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133
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105 147
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154 106
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255 032
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253 118
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003 076
020 020
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204 255
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228 255
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185 002
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076 206
234 056
120 238
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080 058
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120 076
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076 253
174 002
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208 005
114 169
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076 197
169 000
072 160
212 104
174 IBS
173 185
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120 206
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195 002
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11? 217
096 038
015 144
210 201
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198 075
157 2*3
001 019
032 028
255 049
050 251
065 085
036 225
202 152
166 035
169 161
020 017
018 026
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202 090
253 118
253 184
118 219
189 115
048 015
169 013
002 118
165 172
112 045
141 236
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141
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31040:18?
31052:04?
31064:068
31076:032
31083:165
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31112:000
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31160:018
31172:16?
31ie4:064
31196:18?
31208:177
31220:03?
31232:078
31256:000
31268:224
31280:155
31292:076
31304:002
31316:230
31328:164
31340:002
31352:18?
31364:004
31376:170
31388:199
31400:165
31412:065
31424:208
31436:230
31448:032
31460:208
31472:002
31484:165
31496:119
31508:169
31520:165
050 051
069 070
212 210
064 133
006 007
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121 010
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121 165
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31544:001
31556:001
31568:123
31580:032
31592:189
31604:001
31616:123
31628:243
31640:056
31652:165
31664:063
31676:231
31688:086
31700:232
31712:255
31724:070
002 240
127 173
043 122
041 128
150 165
151 166
169 001
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240 003
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076 063
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165 151
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122 076
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162 008
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056 032
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123 201
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252 157
124 076
232 224
123 162
208 245
076 003
082 069
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052 05! 054
197 078 084
193 195 203
057 076 210
008 009 010
121 197 159
010 010 010
240 003 232
064 096 165
06? 127 173
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240 006 032
064 133 05B
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0B2 032 206
058 032 000
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150 201 024
150 024 032
133 199 169
032 060 110
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141 182 002
233 00B 133
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002 041 128
165 151 024
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122 076 096
128 010 042
056 233 003
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096 122 169
001 160 123
160 000 032
255 032 183
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240 003
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197 215
162 003
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126 032
15? 173
165 002
065 240
208 004
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032 032
169 032
229 166
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076 077
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198 150
076 096
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105 003
165 002
122 032
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024 105
000 133
162 228
186 255
255 032
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162 000 189
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232 208 245
112 169 032
253 118 096
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110 076 226
135 121 0?6
001 002
024 105
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169 008 133
16? 006 141
022 231 166
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002 189 000
113 169 000
127 032 080
128 010 042
165 150 201
122 032 080
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133 151 201
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080 124 198
240 003 032
201 002 208
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212 169 147
032 189 255
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243 123 032
123 032 243
166 251 032
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076 126 123
169 000 133
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240 007 232
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067 075 083
183 255 041
121 029
004 130
162 140
IS? 203
075 02*
024 226
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197 056
1?5 062
173 136
111 096
032 150
15B 240
133 206
119 165
150 140
134 192
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162 081
202 147
133 046
124 086
197 161
007 212
124 129
003 049
029 031
133 225
002 209
238 135
014 164
076 246
032 195
169 249
162 221
243 161
123 186
205 134
169 224
243 035
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212 07?
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157 167
022 043
076 084
231 107
198 14?
032 172
064 136
31736:208 004 032 207 255 096 104 104 076 202 123 162 029
31748:000 1B9 028 124 240 006 032 022 231 232 208 245 025
31760:165 197 201 060 20B 250 032 241 111 076 138 113 016
31772:017 032 032 032 208 082 069 083 083 032 018 032 236
317B4: 211 208 193 195 197 032 146 032 084 079 032 067 236
31796:079 078 084 073 078 085 069 046 046 046 000 146 114
31808:032 084 079 032 067 079 078 084 073 078 085 069 136
31820:046 046 046 000 164 151 166 150 024 032 010 229 116
31832:169 014 141 134 002 169 032 032 022 231 166 002 178
31844:189 000 202 032 060 110 169 032 032 022 231 169 068
31B56:014 141 1B2 002 076 077 127 160 000 162 006 024 059
31868:032 010 229 169 000 133 212 032 173 124 032 177 167
31880:121 173 000 002 201 032 240 013 166 002 165 064 035
31892:157 000 202 032 201 122 076 119 124 162 039 169 015
31904:032 157 240 004 202 016 250 032 092 110 076 201 036
31916:122 162 000 189 187 124 240 006 032 022 231 232 1B3
31928:208 245 096 197 078 084 069 082 032 086 065 076 222
31940:085 069 058 032 000 160 000 162 006 032 010 229 015
31952:169 000 133 212 032 004 125 169 001 133 212 162 024
31964:026 032 195 120 162 000 1B9 000 002 240 016 164 0B6
31976:002 153 000 202 138 072 032 201 122 104 170 232 124
31988:076 226 124 162 039 169 032 157 240 004 202 016 155
32000:250 076 092 110 162 000 189 018 125 240 006 032 020
32012:022 231 232 208 245 096 197 078 084 069 082 032 052
32024:084 069 088 084 058 032 000 032 198 119 162 002 1B4
32036:032 201 255 162 000 189 000 202 032 210 255 232 014
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32276:096 0"
048:208 247 076 204 255 076 127 125 169 032 032 210 017
32060:255 032 183 255 048 001 096 076 213 125 072 072 208
32072:173 178 002 201 085 240 003 076 104 126 169 255 14B
32084:141 003 221 173 013 221 104 141 001 221 173 000 216
32096:221 041 251 141 000 221 009 004 141 000 221 173 239
32108:013 221 041 016 20B Oil 032 225 255 208 244 032 078
32120:241 111 076 226 111 104 096 169 000 133 251 169 015
32132:004 133 252 169 024 133 190 173 178 002 201 083 138
32144:240 039 162 001 032 201 255 032 006 126 169 013 140
32156:032 070 125 165 251 024 105 040 133 251 144 002 218
32168:230 252 198 190 016 233 169 013 032 070 125 032 192
32180:070 125 076 137 126 169 000 032 189 255 169 004 252
32192:162 004 160 007 032 186 255 032 192 255 162 004 107
32204:032 201 255 032 056 125 076 151 125 162 000 189 072
32216:229 125 240 006 032 022 231 232 208 245 076 144 214
32228:126 019 017 20B 082 073 078 084 069 082 032 067 141
32240:079 077 077 085 078 073 067 065 084 073 079 078 131
32252:032 069 082 082 079 082 046 046 046 000 160 000 208
32264:177 251 041 127 201 031 144 003 076 021 126 009 191
070 125 200 192 040 208 235 096 173 178 129
201 085 240 006 169 085 141 17B 002 096 169 126
32300:083 208 24B 162 000 1B9 063 126 240 006 032 022 143
32312:231 232 208 245 076 226 111 019 017 205 213 211 002
32324:212 032 066 069 032 212 215 207 032 066 0B9 084 104
32336:069 083 032 073 078 032 200 197 216 032 078 085 231
32348:077 066 069 0B2 046 032 032 032 032 032 032 000 112
32360:104 201 065 144 006 201 096 144 018 073 032 032 196
32372:210 255 032 234 255 032 225 255 240 018 104 096 024
32384:076 226 111 201 091 176 236 144 232 173 178 002 182
32396:201 085 240 013 032 204 255 169 004 032 195 255 033
32408:162 000 032 201 255 169 000 133 197 032 241 111 149
32420:032 138 113 032 092 110 076 226 111 224 014 240 036
Tin
32432:018 162 000 134 212 189 204 126 240 006 032 022 241
32444:231 232 208 245 076 226 111 162 042 160 000 132 221
32456:212 076 181 126 019 017 197 210 210 207 210 032 105
32468:079 078 032 073 078 080 0B5 084 032 076 073 078 036
32480:069 045 032 198 085 078 067 084 073 079 078 032 120
32492:067 065 078 067 069 076 076 069 068 000 019 017 139
32504:211 079 082 082 089 044 032 076 065 077 066 069 218
32516:082 032 079 085 084 032 079 070 032 082 065 078 036
32528:071 069 046 046 046 032 032 032 032 032 032 032 006
32540:032 032 032 000 165 002 133 251 169 202 133 252 151
32552:032 000 192 032 241 111 076 138 113 169 000 133 253
32564:002 133 065 012 092 110 169 005 133 151 169 008 097
32576:133 150 076 096 122 169 001 133 212 032 096 165 169
32588:096 165 150 056 233 OOB 010 170 189 112 127 133 245
32600:251 189 113 127 133 252 165 151 056 233 005 024 251
32612:106 170 189 144 127 168 173 182 002 145 251 096 061
32624:095 217 135 217 175 217 215 217 255 217 039 219 025
32636:079 218 119 218 159 218 199 218 239 218 023 219 202
32648:063 219 103 219 14! 219 133 219 0CC 001 C0C 002 227
32660:003 000 004 005 000 006 007 162 039 169 032 157 220
32672:240 004 202 016 250 096 068 069 040 067 041 083 056
326B4:077 049 057 056 052 160 000 162 006 024 032 010 089
32696:229 169 000 133 212 032 173 12« 032 177 121 173 223
32708:000 002 201 032 208 003 076 157 124 162 000 189 070
32720:000 202 069 064 157 000 202 202 208 245 032 092 145
32732:110 076 226 111 189 191 064 157 153 191 000 251 147
32744:212 253 157 191 076 255 004 153 013 084 068 069 231
32756:131 000 000 000 000 0B3 000 143 127 232 000 000 192
ED2 Listing
49152:169 022 141 081 194 169 127 141 013 220 169
49164:032 022 231 169 000 133 253 032 156 192 032
49176:193 206 0B1 194 208 241 169 255 141 013 220
49188:022 194 082 079 085 0B4 073 078 069 083 032
49200:082 069 032 067 079 060 0B9 082 073 071 072
49212:032 083 084 069 086 069 032 077 069 072 069
49224:044 032 050 032 079 0B6 069 082 084 079 078
49236:080 065 0B2 075 044 032 083 084 082 065 084
49248:069 086 069 078 044 076 065 078 065 082 075
49260:072 073 082 069 044 032 083 067 079 084 076
49272:078 068 044 032 077 076 049 048 032 054 085
49284:046 032 032 084 072 065 07B 075 083 032 084
49296:032 082 065 068 073 079 032 079 078 069 046
49308:168 177 251 133 010 170 189 000 198 133 018
49320:000 199 201 009 208 004 160 001 132 253 010
49332:189 247 193 133 15B 189 24B 193 133 159 165
49344:032 109 194 165 251 032 109 194 169 058 032
49356:231 032 017 194 165 010 032 109 194 165 018
49368:021 230 01B 160 001 177 251 072 032 017 194
49380:032 109 194 200 196 018 20B 241 198 018 056
49392:010 229 160 01B 024 032 010 229 166 010 169
49404:195 032 022 231 189 000 196 032 022 231 189
49416:197 032 022 231 166 018 240 076 032 017 194
49428:240 036 160 000 177 158 240 064 201 046 240
49440:032 022 231 200 206 242 132 147 160 002 177
147 057
120 104
076 229
065 214
084 160
0B7 121
032 051
072 164
0B3 19B
065 166
087 082
079 126
032 111
189 000
170 235
252 135
022 023
240 075
104 213
032 194
000 037
000 055
202 155
006 052
251 044
Competition
49452: 134. 032
49464:208 222
49476:201 046
49488:160 001
49500:169 013
49512:078 069
49524:046 046
49536:105 001
49548:240 001
49560:165 252
49572:251 056
49584:200 170
49596:109 194
49608:000 036
49620:046 000
49632:000 036
49644:036 046
49656:193 194
4966B: 193 219
49680:193 169
49692:010 229
49704:232 20B
49716:069 083
49728:146 032
49740:069 046
49752:071 072
49764:072 069
49776:074 074
49788:105 064
49800:237 152
49812:202 074
49824:032 056
49836:072 181
49848:032
49B60:193
49872:076 144
49884:201 003
49896:240 074
4990B:237 165
49920:066 079
49932:063 079
49944:067 079
49956:066 065
49968:066 065
49980:063 065
49992:080 069
50004:063 069
50016:082 065
50028:074 065
50040:083 065
50052:083 0B3
50064:066 083
50076:063 083
50088:084 076
50100:076 076
50112:067 067
50124:067 067
50136:067 067
230
104
109 194 177
165 253 208
240 006 032
177 251 032
076 022 231
032 074 065
046 033 165
144 002
096 104
133 156 169
164 156 170
232 208 001
076 092 193
046 044 088
036 046 044
046 000 040
041 044 0B9
193 198 193
193 224 193
251 032
086 160
022 231
109 194
077 065
067 079
251 101
252 133
076 030
036 032
016 001
200 152
000 035
000 036
088 000
036 046
000 040
201 193
225 193
029 076 022 231 162
008
104
245
199
162 000 169
245 165 197
083 032 018
084 079 032
046 046 000
084 032 083
087 044 032
032 120 194
216 201 058
160 000 032
144 250 032
248 176 237
192 072 202
205 165 147
!49 174 232
192 044 010
240 084 144
032 175
1B5 032
063 063 063
065 063 066
063 063 063
0B2 063 080
063 063 063
082 063 082
076 063 074
076 063 067
063 063 063
082 063 066
063 063 063
083 063 068
063 063 083
063 063 076
084 063 076
076 063 067
063 063 067
068 063 066
063 063 063
050 194
201 060
032 211
067 079
002 067
084 069
049 057
104 041
144 002
033 246
208 247
032 143
208 247
032 106
224 002
002 048
057 169
032 213
237 032
079 065
079 063
079 065
065 082
065 082
069 063
069 076
069 063
065 082
065 063
065 0B2
063 084
083 083
076 076
076 076
076 084
067 068
067 063
067 068
109 194
164
147
200
253
000 177
158
240
024
165
200 208
242
132
147
239
164 147
200
208
228
159
06B 069
076
069
073
076
066 046
046
046
046
050
018 144
002
230
252
170
251 165
252
201
203
019
192 165
251
133
155
151
022 231
160
001
177
150
136 101
155
144
001
235
032 109
194
138
032
052
036 046
000
036
046
027
0*6 044
0B9
000
036
153
0j6 046
044
0B9
000
175
044 088
041
000
040
129
036 046
041
000
193
080
206 193
211
193
214
070
22B 193
235
193
242
231
024 160
003
024
032
117
240 006
032
022
231
113
208 250
096
208
082
144
208 193
195
197
032
125
078 084
073
078
0B5
213
079 080
0B9
082
073
243
086 069
032
077
069
148
056 053
072
074
074
071
015 248
024
105
144
007
009 128
076
022
231
100
076 144
192
076
172
120
144 245
032
019
202
155
246 162
002
181
173
056
044 010
002
080
003
205
247 162
000
104
149
005
20B 245
032
124
246
081
092 165
186
240
08B
215
096 133
185
164
183
0B7
243 165
186
032
009
066
019 238
133
193
165
031
063 060
079
065
063
060
063 063
079
065
063
055
063 074
065
063
063
063
063 066
065
0B2
063
110
063 083
065
063
063
064
063 063
069
076
063
113
063 066
069
063
063
135
063 063
069
076
063
120
063 080
065
082
063
164
063 063
065
082
063
154
063 063
083
063
063
171
063 083
083
083
063
010
063 084
083
084
063
021
063 076
076
076
063
242
063 066
076
063
063
010
063 076
076
076
063
028
063 073
067
068
063
220
063 063
067
068
063
221
063 067
083
063
063
245
50148:067
50160:066
50172:063
50184:072
50196:063
50208:083
50220:073
50232:069
50244:063
50256:086
5026B:063
50280:076
50292:063
50304:063
50316:084
50328:089
50340:068
50352:067
50364:068
50376:078
50388:063
50400:080
50412:080
50424:069
50436:063
50448:076
50460:063
50472:080
50484:063
50496:073
50508: 0B0
50520:073
50532:063
50544:083
50556:063
50568:089
50580:099
50592:089
50604:089
50616:066
5062B: 0B9
50640:069
50652:063
50664:088
50676:063
50688:000
50700:000
50712:000
50724:001
50736:001
50748:000
50760:000
50772:000
50784:000
50796:002
50808:000
50820:001
50832:001
083 073
083 063
083 073
082 083
082 083
078 063
078 079
078 063
079 0B3
079 063
079 083
068 079
068 079
084 063
084 0B4
084 088
068 068
06B 063
068 068
077 069
077 069
066 063
066 078
066 063
065 076
065 063
065 076
C6B 076
068 076
082 063
082 082
082 063
067 082
067 063
067 082
063 065
065 088
065 08B
065 088
065 088
080 067
080 063
080 067
067 080
067 067
001 000
002 002
002 000
001 001
001 000
002 002
001 000
001 001
001 000
0C2 002
002 000
001 001
001 000
063 073 083
063 063 0B3
063 082 082
063 063 082
063 076 082
063 073 078
063 077 078
063 063 078
063 072 079
063 063 079
063 084 068
063 077 068
063 069 06B
063 084 084
063 067 084
063 063 084
063 065 068
063 068 068
063 080 077
063 080 077
063 076 077
063 080 066
063 069 066
063 063 066
063 080 065
063 063 065
063 082 068
063 084 068
063 067 068
063 063 082
063 067 082
063 063 0B2
063 065 067
063 063 067
063 063 065
063 089 065
063 065 065
063 089 065
063 083 065
063 089 065
063 089 080
063 063 080
063 086 067
063 086 067
063 068 067
000 000 001
000 001 001
000 000 002
000 000 001
000 000 001
000 000 001
000 002 002
000 000 002
000 000 001
000 001 001
000 000 002
000 000 000
000 001 001
078 063
073 063
063 063
083 063
063 063
079 063
063 063
079 063
083 063
083 063
063 063
079 063
063 063
0B4 063
063 063
063 063
065 063
068 063
063 063
069 063
063 063
078 063
063 063
078 063
076 063
076 063
063 063
076 063
063 063
082 063
063 063
082 063
082 063
082 063
063 063
088 0LZ
083 063
088 063
063 063
08B 063
088 063
067 063
063 063
067 063
063 063
001 000
000 000
002 000
000 000
001 000
000 000
002 000
000 000
001 000
000 000
002 000
000 000
001 000
067 083
083 083
063 082
080 082
063 0B2
076 078
063 078
084 079
077 079
076 079
063 068
086 068
063 068
069 063
084 084
066 066
068 068
076 068
080 077
078 077
063 077
078 066
063 066
075 065
063 065
067 065
0B4 068
073 068
063 068
065 082
063 0B2
083 067
080 067
073 067
089 065
067 065
063 065
089 065
089 065
089 080
089 080
068 080
088 067
081 067
063 067
000 001
000 001
002 001
002 002
000 002
000 001
001 001
000 002
000 001
000 001
000 001
002 002
000 002
073 063
063 063
083 063
063 063
083 063
079 063
079 063
063 063
0B3 063
063 063
079 063
063 063
079 063
088 063
0B4 063
068 063
068 063
083 063
069 063
063 063
069 063
079 063
07B 063
063 063
076 063
063 063
076 063
063 063
076 063
082 063
082 063
063 063
082 063
063 063
088 063
063 063
063 063
088 063
088 063
063 063
067 063
063 063
067 063
063 063
067 063
000 000
001 000
000 000
002 000
000 000
001 000
000 000
002 000
000 000
001 000
000 000
002 000
000 000
073
065
091
119
118
140
133
133
187
172
163
189
157
231
023
248
191
226
003
033
011
045
030
021
054
040
094
117
085
159
180
167
176
161
190
211
215
051
032
062
090
006
035
065
001
0C4
020
033
046
054
067
081
092
100
lie
127
141
151
E
Competition
50844:000
002
000
000
001
001
001
000
001
001
001
000
164
51048:008
001
000
ooo
012
005
005
000
009
011
000
OOO 155
50856:000
001
000
000
002
002
002
000
001
001
000
000
177
51060:000
003
003
000
008
007
000
000
000
006
006
000 149
5086B:001
001
001
000
000
002
000
000
002
002
002
000
191
51072:000
010
000
000
002
002
002
000
008
ooo
008
000 160
50880:001
001
000
000
001
001
001
000
000
001
000
000
198
51084:005
005
005
000
009
011
000
000
003
003
004
000 185
50892:002
002
002
000
001
001
000
000
000
001
001
000
214
51096:008
007
008
000
000
006
000
000
001
010
001
000 193
50904:000
002
000
000
000
002
002
000
001
001
000
000
224
51108:002
002
002
000
008
001
008
000
005
005
005
000 202
50916:001
001
001
000
000
001
000
000
002
002
002
000
238
51120:009
011
000
000
003
003
004
000
008
007
008
000 229
50928:001
001
000
000
000
001
001
000
000
002
000
000
246
51132:006
006
007
000
001
010
000
000
002
002
002
000 224
50940:000
002
002
000
000
010
000
000
000
002
002
000
014
51144:008
001
008
000
005
005
005
000
009
Oil
000
000 252
50952:008
001
000
000
000
005
005
000
009
Oil
000
000
047
51156:000
003
003
000
008
007
000
000
000
006
006
000 245
50964:000
003
003
000
008
007
000
000
000
006
006
000
053
51168:001
010
000
000
002
002
002
000
008
001
008
000 002
50976:005
010
000
000
002
002
002
000
008
001
000
000
062
51180:005
005
005
000
•009
011
000
000
000
003
003
000 021
50988:005
005
005
000
009
Oil
000
000
000
003
003
000
085
51192:008
007
000
000
000
006
006
000
002
142
028
002 193
51000:008
007
000
000
000
006
006
000
008
010
000
000
101
51204:076
144
192
201
078
240
003
076
169
200
032
223 102
51012:000
002
002
000
008
001
000
000
005
005
005
000
096
51216:204
133
187
134
188
032
162
202
141
015
002
142 022
51024:009
Oil
000
000
000
003
003
000
008
007
000
000
121
51228:016
002
032
162
013
204
016
160
160
160
160
160 249
51036:000
006
006
000
008
010
000
000
000
002
002
000
126
■
## TAPE BACK-UP DEVICES " f
DCL1
Interface
The DCL1 links Iwa Datasettes. so that loading any
prog-am (including Turbos) fiom Datasette No 1
■imuUaneously creates a BACK UP TAPE on Daiasette 2
Mo software needed
■ Thousands sold * ORDER AS DCl 1 PRICE £10.00
DCL4
Interface
This SUPER OCL1 is lO' those with one dtaseite and one
audio recorder Back up tapes can be made on cither a
second Dataseiie o* on an audio recorder A LED data
monitor shows the sia'i and end ol piogtams
• Very Popular * ORDER AS DCL4 PRICE £17 OO
DCL4A
Interface
SIMILAR tn inn OCL4 bui lined wan an Audible data
monitor
••NEW" ORDER AS DCL4A PRICE CIS 50
I YSni S mii :
COMMODORE SOFTWARE SPECIALISTS
Super ban' t J6
NEW
99 95
6750 d
Supersciipl 126
NEW
79 95
69.95 d
IC64 Business
RRP
zul
BACK-UP PROBLEMS SOLVED **
Alignment
Tape
Realign youi Dataseiie tape head VERY PRECISELY with
this easy io use kit <No dismantling o' the Daiasene
required > Two high baud rate tests aro provided plus a
special sr'awd'ive' and 'uil instructions
••NEW" ORDER AS DMA 1 PRICE £7 60
This mams powered demagnonser. if used a lew seconds
per week (no need to dismantle the Daiasene) will reduce
Tape Head
p* ^ troublesome residual magnetism and improve loadability
uemagneuser . t^iincnsabte • order as thdi price ce
6 30
Calc Result (Adv) by Handic 99 95
DFW Dalabase by Dialog spec 3000
Home Accounts Manager 19 95
Homo Office 6* U95
Superbase 64 by Precision spec
Super base Starter 39 95
Supe'scnpt Dy Precision 69 95
Vi/Mtar 64 XL4 99 95
C64 Educationa
Commodore O Level Subiocls 9 95
Donald Duck* Playground NEW 9 95
French Mistress A & B 17 90
Gel Ready to Reed <3yrs-). i» rapes, i i 96
Mr T senes (4-9yisl 9 96
Star 5eeker 9 95
Wordpowet llOyfB*, 9 95
64 Flight Simulators 'War Gamn
85.00 c
17.00 d
1495 d
12.75 d
69.95 d
35 95 d
59.9S a
e
GT LOADER CARTRIDGE *" for 1541 D/Drive
GT Loader
Cartridge
Trui cartridge enables you' 1S41 d/drive to load 4 5 tunes
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HANTS TEL: {07356 4478) S A.E. FOR CATALOGUE & NEWSLETTER THE NATURE OF THE BEAST'
Peter Thomas has braved
bullets and shellfire to bring
you this review of US Gold's
Crusade in Europe for the
C64.
E
PREPARE FOR BATTLE! NO THIS IS NOT
a quick, trigger-happy game, but a
sophisticated, thought provoking,
strategy game which I found highly enter-
taining and absorbing.
You play either the Allied or German
Supreme Commander and control the
fate of Europe in 1944. You can change the
course of history from your own living
room.
The game has five different scenarios.
Each allows you to enter the battle for
France at a different stage.
The first part is the battle for
Normandy. The scene is set, June 1944.
The war in Europe hangs in the balance.
Three Elite paratroop regiments have
been dropped in advance and the Allied
infantry divisions have just landed and
started moving in land. The Germans try
to drive you back into the sea as reinforce-
ments for both sides begin to arrive.
Choose which army you wish to
command, then play a friend or pit your
wits against the computer. You are
allowed to alter the balance of play
according to your experience.
Using a joystick or keyboard for
control, you first freeze the action to
allow you time to examine your troops,
the opposition, survey the countryside
and decide your strategy. Once you have
formulated your plan of action you start
giving your orders. You can order
different units to attack, defend or move.
Will you decide to risk an all out
offensive or dig in and wait for reinforce-
ments to arrive? You make all the
decisions, tap in your orders and watch
the battle take place on the screen. But
keep your eyes peeled as the enemy
moves around and always be prepared to
rethink your strategy.
At any time you may call up any units
and receive a current status report. How
many men are left? How experienced are
they? What is their efficiency level? Do
they need to be rested for a while? Can
you spare them? You must decide all
this.
As Supreme Commander you can
never go to sleep because even at night
the messages keep rolling in: "Attack
must be halted", "Await further orders",
"We have captured Paris", "Are supplies
running out?". However you can freeze
the action at any time if you are in need of
refreshment or a stiff drink to calm your
nerve endings! I recommend that you
keep a spare disk handy so the current
situation can be saved at any time.
GAM I
□ I'll INMINII'V O I V I
"ME PRE PTinLhlHC
FMEMM IS IN DC PI UV
OMR PRE HER
'ii'lll sin JUNE It, 1
I 51 UN
VED FDR Mil T I D N .
nuv . "
1944 CltllB
The second part is the race for the
Rhine. After liberating France the Allies
rush towards the Rhine to secure the
German borders, Belgium and Holland.
Again there is a short and long variation.
The scrolling screen allows you to have
an overall picture of the battle as it
progresses. Also the computer constantly
tells you the present date, time and
weather conditions.
The graphics are extremely realistic
and the battle is easy to follow. The sound
effects make the war come to life - the
volume level of each attack indicates how
much damage is being inflicted on the
opposition.
Operation Market Garden is the next
section which allows you to control
Hitler's crack SS Panzer troops in a last
desperate bid to split the British and
American armies and force them back
into the sea. Can you succeed where
Hitler failed? Or will the snowy, wintry
conditions overcome your offensive?
The final Crusade for the Battle for
France is the big one. Start from the
landing of the troops in Normandy,
secure a beach head, push the Germans
backwards as you liberate Paris and then
race across France and Belgium to the
German borders.
This program has many interesting
features. At any time you can press "?" to
receive an up-to-date status report on
how many casualties have been sustained
by each side and who is currently
winning. And, at the end of each section,
you will be awarded a final rank for your
performance ranging from Private to
Supreme Commander.
Even if you have no previous
experience of strategy games, I strongly
recommend you buy Crusade in Europe -
you won't be disappointed.
WILD WEST
nctudes:-
A BANK H
S SHOOTIN' COMPETITION
A RODEO RI
Pins a east o! thousands including cowboys,
Indians, outlaws and pioneers.
GET 'WILD WEST' - OUT NOW ON DISK OR CASSETTE.
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aee «>*U
WILD
WEST - Commodore 64 Cassette £9.95 Disk £12.95
anoia
HIGH PERFORMANCE PROGRAMS
Forestry Lesson
WHAT IS YOUR APTITUDE FOR TREE
recognition? Can you track someone
through the wilds of Sherwood Forest?
Perhaps you need not be too hot on
beeches and birches but some form of
pattern recognition comes in helpful
once you get into Robin of Sherwood -
Adventure International's latest graphics
adventure for the C64.
Being an avid follower of the TV series,
I wondered if the computer game would
be a big let down. The answer, fortun-
ately, is quite a big no. Adventure Inter-
national has built up a fair reputation for
its games and this one certainly can be
favourably compared with past successes.
Robin takes about six minutes to load ,
which is quite a long time when you
realise that a fast loader has been incor-
porated. . .possibly they have gone for a
slower 'fast load' to overcome some of the
loading problems encountered by some
companies who use 'super fast loaders'!
The review copy loaded without a hint
of a glitch and six minutes is not very long
to wait anyway. . .loading in the data from
a previously saved game is fast - about 25
seconds. This is a useful facility, as all the
interesting options initially presented by
the game as your progress unfolds. . .seem
to end in disaster!
The graphics are good and for the
most part are very clear with the impres-
sion of good detail. They are 'drawn' on
the screen very quickly, which is a good
thing because you can't turn them off!
I am not a wholehearted supporter of
graphics with everything. I would usually
prefer that the effort had gone into the
text and implementation of the game
play. Here, I have to admit that the visual
impression is pleasing and certainly does
not detract from the business of
adventuring!
Once loaded, your first task is to get
Robin and his merry men (not so merry at
this moment, and only two of them!) out
of the dungeon at Nottingham Castle. For
those that get fed up with trying to do this
the hard way - the instruction leaflet
I reveals all. . .well almost all!
You may feel slightly frustrated for a
few minutes but persevere and don't
■ forget to examine things/peoplp as you
progress! Having escaped from the
dungeon, you now have to get out of the
castle.
ADVENT!!
In conquering this first little puzzle,
you will already have started to 'feel out'
how Adventure International has set up
the input command interpreter. You do
not have to 'OPEN DOORS' and then
move through them, all that is needed is
'GO DOOR' and the rest follows
naturally.
If you apparently cannot move to a
certain object or place, try 'GO XXXX' you
may achieve the desired result. You must
also determine what is and ts not under-
stood and what sort of response you get in
each case.
Some programs will indicate if they do
not recognise a word. This one ignores
them completely. Beware of giving an
instruction and believing that it has been
carried out because there was no
response to the contrary!
Even though only the first four letters
of a word are necessary for the program to
know what you are talking about - check
that your spelling is correct. 'EXAM PRRIS'
instead of 'EXAM PRIS' (examine
prisoners) will elicit the standard response
that nothing special is seen' and
examining things is important!
If you saw Robin 0/ Sherwood on the
box. you are at a slight advantage, as all of
the events portrayed in thisadventureare
related to various episodes and places
seen in the series. Although, as I have not
yet solved all of the problems set, there
may be a few twists that I haven't yet come
across.
The game certainly does not require a
knowledge of the TV plots, so if you do
not have that feeling of 'deja vu' just enjoy
solving a series of logical puzzles that have
to be completed in the correct sequence.
Once out of the castle you will come
face to face with Heme the Hunter. He
will tell you that it is your task to find the
six Touchstones of Rhiannon and then
return them to their rightful place.
A touchstone was used to test the
purity of gold or silver but I doubt
whether this small gem of information will
help you very much!
Once you have left Heme you find (or
lose!) yourself deep in Sherwood Forest.
There are 53 locations that have a descrip-
tion saying that you are in the forest - and
nothing else!
Panic not. Just reach for your pencil
and paper, all is not quite the maze it first
appears - hence the earlier reference to
pattern recognition.
Around aboutand here and there, you
will find various places that obviously call
out for a more careful study and of course
Adventures
herein lies the crux of the game. Odd
bods appear from lime lo time and some
of these may be requested to follow
Robin and lend much needed aid at
critical moments.
As the sequence of events is important
it is wise to 'save' your progress at various
different points - in case you later find
you need to tackle things in a different
order.
Altogether an enjoyable game that
should keep beginner and expert out of
mischief and pleasantly frustrated for
some time.
Old But Fun
US Cold has added to its range of adven-
tures available in the UK by releasing C64
versions of two games that have been
around for some time on other machines.
The first of these Wizard and the Princess
was seen on the Atari severaj years ago
and shows its age by the simple input
command analyser.
The storyline is pretty thin - wicked
wizard kidnaps fair princess. . .hero
needed to rescue same! The slightly
whacky twist is more in the instructions
than in the game: The wizard as narrator,
bemoans the fact that previous heroes
have beaten him and that he hopes to do
better against you!
Inputs are expected as just two words -
verb/noun. In some ways this poses less
problems to the user than some of the
more modern complex analysers. Pro-
viding you have the right two words, there
is no frustration trying to get the order
and syntax correct!
Of course getting the right words can
still take time! The vocabulary in adven-
ture games is gradually becoming some-
what of a standard feature these days so
EXAMINE is part of the player's normal
armoury. This is one of the slight dif-
ferences you will notice with Wizard and
the Princess. Here you must use LOOK.
You must also literally restrict yourself
to two words. The program does not
automatically disregard such words as A,
TO or THE. It is surprising how even in the
less complex games today how much
progress is overlooked!
The program is available on disk only,
and uses it all the time. Nearly every input
command has the disk unit whirring away,
checking something, or reading in new
data. Each location has its own graphics,
these are colourful and very clear but use
fairly simplistic designs.
One point that I found slightly
frustrating was that all words had to be
entered in full to be recognised. . .lazy,
that's me! A save game facility is imple-
mented by using a separate disk (not
supplied!). As death occurs regularly
whilst you suss out the problems before
you, this is a definite plus point!
Text is kept to a fairly low level with
many of the clues occurring within the
pictures themselves, even if you do need a
little imagination sometimes to associate
that red blob as a rock!
Most of the puzzles, once solved,
make you want to kick yourself for not
having seen them earlier. . .always a good
sign in an adventure game. The action is
subdivided into a number of separate
scenarios, each of which needs lo be
completed before you can move on to the
next. Make sure you have done all that
can be done before you move on!
With the low amount of information
presented as text and the simple graphics,
the actions of the player would seem to be
somewhat limited. This may seem to be a
good thing for beginners but my feeling is
that they may become bored and a little
frustrated, whereas the more
experienced adventurer will probably
have a little more 'stamina' and be
prepared to ferret away at each location
trying to find the anomaly that is the vital
clue.
Wizard and the Princess is unlikely
now to challenge the leaders in the
adventure games world but it presents a
good challenge to the players'
observation and use of limited syntax and
vocabulary.
Classic Aberration
The second release from US Gold is
Ulysses and the Golden Fleece. I always
thought that it was jason that got involved
with this particular hearth-rug but then
perhaps there is a copyright problem with
some of Virgil's descendants!
This program is presented in a very
similar manner to that above, with limited
text, simple but descriptive graphics and
on disk only. The graphics seem to have
had a little more work done on them and
the full use of the Commodore's
colours makes even these cartoon like
pictures come to life.
The story is as you would expect,
Ulysses must equip his ship and crew...
sail off... avoid various lethal hazards...
and return with the fleece, to present to
the king.
The initial scenario allows for more
manoeuvring than Wizard and the
Princess so beginner adventurers may feel
more inclined to persevere. Save your
position fairly often once you have solved
the first few puzzles, as death is never far
away.
The dangers you will meet are varied,
ranging from storms at sea to angry gods.
Your memories of Greek myths may help
a bit but some of the puzzles are quite
subtle so keep a weather eye open all the
time. . .observe and observe again.
Observation Plus
Whether Hacker from Activision will go
down as an adventure or not, time will
tell. It has all the hallmarks to suggest that
it should, as, for instance, there are no
instructions. You have to find out what it's
all about yourself!
lust a few words could make it more
interesting to play, though. The leaflet (I
nearly said instructions! ) implied that the
player has hacked - accidentally - into an
unknown computer system. From there
on in... well, observation and a handy
paper and pencil are paramount.
I appeared to be controlling some
mega-powerful machine, cruising around
beneath the surface of the earth (what
for?). Power is the watchword, power to
dominate the world - but am I a goody or
a baddy? Do I assist the machine or foul it
up and if so, how?
The system recognises there has been
a security leak... and not me either. It
starts asking awkward questions about
what has been displayed on the screen a
few minutes ago. I hope you've got a
photographic memory with total recall. I
haven't!
After the fifth or sixth attempt I had to
call it a night even with paper and pencil
ready, and willing to note down any perti-
nent facts. Starting from the beginning
every time I failed to remember some vital,
detail and it all became just too much of a
chore. . .
If only I knew what it was I was doing
down there under the earth - other than
passing time between awkward
questions. I shall watch the top 10 charts
with anticipation and hopefully memory!
Top 10s
A number of mags publish lists of top 10s,
these are derived in several different
ways. Some are from particular distri-
butor's sales to their outlets. Some are
from inputs from the readers themselves.
If you sit down and think about it, sales
could be merely a reflection of how good
the advertising hype was for that parti-
cular product and not how good an
adventure it is!
What adventures 'turn you on'? My
top 10 would include the following; The
Zork Trilogy by infocom. several of the
Level Nine adventures, Exodus: Ultima III
from US Gold, The Hobbit by Melbourne
House, one or two from Adventure Inter-
national, Wftch's Cauldron by Mikro-
Gen, The Lords of Midnight from Beyond,
something from Interceptor Micros and
for pure wonder of animation -
Impossible Mission from US Gold.
Yes, I know that gives us more than 10
but which would you choose? Write in
and let me know.perhaps I'm missing out
on something - or my memory is failing!
Make sure you address any letters to
Runecaster', Your Commodore etc. The
editor has enough correspondence to
open without giving him any extra!
LAST MONTH I LOOKED AT THE MUSI-
cal software available (or the C64 - the
computer equivalent to a Christmas
stocking drum set. This month. I will
describe a non-messy approach to paint
boxes. Those of you with children will
have discovered the never ending appeal
of pens, paint and colouring books. The
main problem, however, is the mess
generated. I shall not recount the number
of times I've found felt tip pen stains on
my children's bedding!
As with the musical packages, there are
a wide range of products which cater for
all sizes of purse. These range from the
very cheap and simple software to more
expensive software/hardware packages.
The majority of the packages that I will
describe are drawing programs. Two
however are rather more like languages
or Basic extensions.
There are two basic ways of creating
graphics on the C64 and C-16. First we can
build up pictures from the normal
character set or from redefined
characters. Only the Rolf Harris drawing
program uses this approach. The second
method is to use bit mapped mode. In this
mode, individual pixels can be altered
allowing the creation of complex curves
and other shapes. Bit mapping is available
in two modes. A high resolution mode
allows only two colours in any one
character space but permits highly
detailed work. Multicolour mode sup-
ports four colours in any character space
but gives slightly coarser results. Both
have their uses and it's up to you to
choose.
Since most of the sketching packages
use the same or similar set of commands, I
have compared them in the table and will
only mention their peculiarities or useful
features.
You may notice from the table that
there is a core of commands which is
common to most of the software. All
programs, for instance, allow the drawing
of dots, lines and circles. This is hardly
surprising since these form the
foundation for any sketch.
Before going into too much detail, I
had better briefly describe the items listed
in the table.
Mode relates to either high resolution or
multicolour.
Points is a command for the control of
individual pixels.
Line allows the drawing of a line between
two specified points.
nE
Rays involves the drawing of a number of
lines, all with one end starting at the same
point.
Box relates to the drawing of a quad-
rilateral by defining two opposite corners.
Circle as implied by its name draws a circle
of specified size and position.
Ellipse is similar to circle and allows the
drawing of elliptical shapes.
Arc allows the drawing of curves.
Fill/Paint colours in a drawn area in a
specified solid colour.
Pattern fill is the same as fill but allows
patterns.
Air Brush gives a sequence of controlled
random dots and is useful for shading.
Screens; many packages provide more
than one drawing area. This is useful for
the copying and overlaying of designs.
Copy area copies a specified area of
design to another area.
Move area moves a specified area.
Zoom magnifies an area of design to allow
detailed drawing.
Oops allows you to correct errors or
accidents made during drawing.
Brush; apart from providing thin lines,
many packages provide patterned
brushes for complex effects.
Mirror provides the means of making
multiple drawings and kaleidoscope
effects.
Text prints words on the picture.
Hard copy permits you to dump your
drawing to a printer.
Save/Load means that you can save your
masterpiece on disk or cassette.
Control; many packages use joystick or
keyboard control.
Using the table and these brief comments,
you can see how useful the packages are.
Three packages - Koala Pad, Super
Sketch and Magic Mouse use hardware
devices. The first two use drawing pads or
tablets and the latter a mouse. As a conse-
quence, they are quite expensive. Magic
Mouse is a wider based utility and has
weaker software. Koala Pad and Super
Sketch are both very good products
although Super Sketch is the better of
the two. '
Screen Graphics is a Basic extension
and as such works very well. Designer's
Pencil uses a language similar to LOGO
and is a suitable means of introducing
children to programming.
Of the high resolution packages.
Panorama and Doodle are probably the
most powerful. Both have great flexibility
and are simple to use.
For the younger children, there are
two packages available. The Rolf Harris
package is easy to use and allows the
building up of designs using the Com-
modore character set. In spite of this
apparent limitation, the results possible
are excellent - particularly in the C-16
version.
Ebury Software has a program called
Shape Games. This product is part of the
Mr T series and allows the creation of
designs using the basic shapes. A second
program called jigsaws introduces the
child to the basic shapes and encourages
him to place the shapes in the correct
position on the screen.
Publishers
Super Sketch (£49.95): Anirog, Unit 10,
Victoria Industrial Park, Victoria Rd,
Dartford DAI 5AJ
Koala Pad (£99.95): Audiogenic, PO Box
88, Reading, Berks
Paintbox (£9.95 both C64 and C-16):
Audiogenic, 39 Suttons Industrial Park,
London Rd, Reading
Panorama (£17.95): Curran Buildings, 101
St James Rd, Glasgow
Paint Pic : Kuma Computers, Unit 12,
Horseshoe Park, Pangbourne, Berks
Doodle (£14.95): Quicksilva, 222 Regent
St, London W1
Rolf Harris (both C64 and C-16): Com-
modore, 1 Hunters Rd, Weldon, Corby
NN171QX
Magic Mouse (£59.95); Connexions, SMC
Supplies, 11 Western Parade, Great North
Rd, Barnett, Herts
Mr T Shape Games (£9.95): Ebury
Software, National Magazine House, 72
Broadwick St, London W1V 2BP
Designer's Pencil (£11.99): Activision, 15
Harley House, Marylebone Rd. London
NW1 '
Education
riiuiHIa
UvUU it?
Paint Pi.-
rami ric
V . -,[ . Out
l\Odld riXJ
super
Sketch
Panorama
Paintbox
Screen
Graphics
Magic
Designers
Pencil
Mode
H
M
M
H
H
H/M
M
nw
M
Point
Y
Y
Y
Y
■
Y
V
T
V
T
T
Line
Y
Y
Y
Y
Y
Y
Y
Y
Y
Hays
Y
Y
Y
Y
Bo «
Y
Y
Y
*
Y
v
T
v
T
T
Circle
V
Y
V
Y
Y
Y
Y
Y
Y
Ellipse
Y
Y
Y
Y
Arc
Y
Fill/Piint
Y
V
Y
Y
Y
Y
y
Y
Pattern Fill
Y
Y
Y
1
Air brush
v
T
Screens
1
1
2
2
4
2
l
l
Copy area
Y
Y
Y
Y
y
V
Move area
Y
Zoom
Y
Y
Y
Oops
V
Y
Y
Y
Brush
Y
Y
Y
Y
Y
Y
Y
Mirror
Y
Y
Y
Y
Y
Text
Y
Y
Y
Y
Y
Y
Hard Copy
Y
Y
Y
Y
Y
Save/ Load
Y
Y
Y
Y
Y
Y
Y
Y
Y
Control
Joy
Key
Pad
Tablet
Joy/ Key
Joy/ Key
Language
Mouse
Language
H - Hi res
M = Medium-res
Y = Yes
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Hardware Review
Eric Doyle reviews Robcom's j
Turbo 50 cartridge and finds
out how versatile it is.
E
ONE AREA WHERE CARTRIDGES HAVE
proved their worth is as utility/Basic
extension units. Robocom's Turbo Series
of cartridges falls very firmly into this
category adding toolkit Basic commands;
disk, cassette, printer control systems and
a machine code monitor. The unit also
has a very useful soft reset button which
can get the unwary programmer out of
some very sticky situations.
The cartridge which I have been using
is the Turbo 50 which derives its name
from the fast disk or cassette load and save
commands. The disk turbo boasts an
increase of five times normal loading
speed and the cassette clocks in at 10
times normal speed. This was the point at
which I discovered that, although my disk
drive worked tolerably well at normal
speed, the turbo speed was too much and
misloads occurred. A tape head align-
ment tape is provided with the package so
I had no problems there, it's a pity that a
similar facility was not provided for disk
drives. Fortunately I have access to an
alternative 1541 which proved man
enough for the job. At least this cartridge
merely supplements the existing
commands which can still be accessed by
using standard syntax so my old drive was
still usable at normal speed.
The best addition is the MERGE
command which offers a simple way to
assemble prepared subroutines into a
program already in memory, but the
COPY commands come a close second,
simplifying transfer of programs to and
from disk, turbo tape or normal speed
tape. Although a small point, it would be
nice if the producers of turbo tape
systems would include a boot program
which would allow turbo tapes to load on
any system without the cartridge. This
would limit inconvenience if the cartridge
is damaged in any way.
Another niggle is the fact that FILE
NOT FOUND is replaced with the
message LOAD ERROR which caused me
a little confusion.
The cartridge also adds toolkit
commands such as auto numbering,
selective renumbering and deletion of
program lines. Added to this are three
very useful commands: PLIST, TRACCE
and FIND. The first lists the current
program to the screen one page at a time
and TRACE displays the current line in full
at the top of the screen as the program
slowly runs. FIND will locate a variable,
command word or string wherever it lies
in program memory and list the relevant
lines to the screen.
Unfortunately, TRACE must either be
used throughout the program or be used
to run a small section which uses no
variables- This is because using TRACE is
like using RUN - all stored variables are
cleared. It would have been better to
devise a system where the trace auto-
matically takes over from the normal run
speed at a specified line.
HELP is also a debugging command
which will automatically list a line in
which an error has occurred and try to
indicate the fault. If more serious
problems occur and the computer
crashes it is a simple matter to press the
reset button and use OLD to restore the
program in memory. This command can
also be used if you accidentally NEW a
program.
Other commands allow conversions
between HEX and DEC numerical systems,
cause all the keys to REPeat, turn off the
activated function keys, switch out the
cartridge, set the border and screen
colours, SHOW all the commands
available or RESET the computer.
Printer commands allow Centronics
printers to be driven by the 64 and listing
of programs is achieved by using the
CENT command to select the correct
mode and then using normal syntax to
open the file and LIST. Two of these
modes cause the special characters (for
colour, cursor positioning etc.) to be
printed out in a more readable form,
similar to the listings in this magazine.
The final section held within this
amazing little package is the machine
code monitor which must be transferred
into memory by typing MON followed by
the Hex location. The location can lie
anywhere between $0800 and S9FFF but if
$CO00 to SCFFF is preferred this can be
done by dumping the monitor into any
part of memory, switching off the cart-
ridge using QUIT (because this occupies
the area of memory we wish to use)
entering the SYS command to activate the
monitor and then using the Origin
command to transfer it up to $C0O0.
The monitor itself has no surprises in
store. Assembly, disassembly, trace,
relocation, ASCII screen dumps and
searches are all catered for, as well as disk
commands.
The package of a toolkit/monitor with
turbo commands and an azimuth
alignment tape offers good value for
money and I particularly like the fact that
the turbo is optional. Now how about a
disk alignment program on a turbo
cartridge?
In a new series, Daryl
Bowers shows you the
techniques for writing
your own arcade
game.
E
RIGHT, STOP IDLY FLICKING
through this magazine and get
typing! I'm going to show you
how lo put together an arcade
game piece by piece, a section
in each issue of the mag. Each
part will add to the original
until the game is complete.
This is not a lesson in how to
program in machine code -
there are several good books
available - and if it was, I would
need the whole magazine for
12 months. Instead, it shows the
application of Machine Code
on the C64, and how to
approach the creation of an
entertaining masterpiece! The
routines that follow can be
taken from this game and used
in any of your own.
To give you an idea of the
complexity of the game, it took
about a week to write and
debug - so see what can be
achieved with relatively little
work.
The Game
You play the part of a poor,
helpless giant frog! There
you are hopping down the
road, minding your own busi-
ness, when suddenly you find
yourself being chased by a mad
Frenchman on a bicycle,
hoping to catch some dinner!
To make matters worse.you are
feeling pretty tired and there
are pitifully few juicy flies
about - and, while you're
catching one, you have got to
watch out for low flying birds.
Oh! and don't forget to
avoid the puddles! They make
jumping very hard work.
The First Part
In this first 'building block', I
have provided the sprite data
for the frog and an input
program that will be used in
future parts.
Type in the basic program,
and enter the start address:
12800. There are 512 bytes of
sprite data, and the checksums
are at the end of each line. If
10
20
30
40
50
60
70
80
90
100
110
120
130
140
150
160
170
180
200
210
220
230
240
250
260
270
REM HEX LOADER
REM
INPUT "STRRT ADDRESS" > A
INPUT "NO. OF EVTES ";N
FOR F=A TO fl+N-1 STEP 3
CH=0
PRINT F; : INPUT " ■ " ;H*
IF H*="999" THEN F=F-8:G0T0
IF LEN<H*X>16 THEN 70
FOR 1=0 TO 7
X=ASCXMIB$c:Hr. 1*2+1, 1>>
Y=ASC<MID*<H$, I #2+2, 1>>
X-X-48UF X>9 THEN X=X-7
V=V-43:IF V>9 THEN V=V-7
POKE F+I,X*16+V-CH=CH+X*16-
NEXTI
";ch
70
1 > > : NEXT
PRINT"
NEXT F
INPUT "FILE NAME ";F*
FOR 1=1 TO LEN<F$):P0KE 39999+ 1 . ASC < M I D$ < F* , I
POKE 780, 8 ; POKE 781, 3 : POKE 782,1
SVS 65466
POKE 780, LEN(F$>: POKE 781,64
POKE 782, 156 : SVS 65469
POKE 252,A-<256#INTCA/256)VP0KE253,INT<A/256):P0KE 780,252
POKE 781 , F-<256#INT<F/256) ) : POKE 782, INT<F/256> : SVS 65496
you make a mistake, type 999
and retype the last line. Save
the data under the name
'FROGDAT'. (If using tape
change line 220 to read: POKE
780,1: POKE 781,1 etc).
The Code
OK, now you've got the data in
for the jolly hopping frog, it's
time to look at the program.
You will, of course, need an
assembler, and if you haven't
got one already you can type in
Mach 1 which started in the
November issue.
In this section we have 1
some mind-boggling routines,
starting with the routine to
print the frog: 'PRFROG'. The
variable 'stage' holds the
current position in the X and Y
co-ordinate table: 'XTAB\ This
table governs the relative
positions of the two sprites
which go to make up the frog.
There are two types of jump,
high and low, and this is
indicated by a one or zero in
the variable 'JUMPTYPE'. One
last table is used, 'SPTAB',
which indicates which sprite
definitions are used and at
what point in the jump.
The X register is used to
index into the tables and
retrieve the current values. (To
see what each of these values
does, it is helpful to look at
pages 320 to 334 of the Program-
mer's Reference Guide).
Games Programming
10
20
30
40
50 VARS
60 UAB1
70
80 XTAB2
90
100 YTAB1
110
120 YTAB2
130
140 STAGE
150 ITAB1B
160
170
180 XTAB2B
190
200
210 YTAB1B
220
230
240 YTAB2B
250
260
270 SPTAB
280
290 SPTAB2
300
310 TEMPI
320 OELAY
330 REST0RE1
340 REST0RE2
350 COLTAB
360 RDTAB
370
360
390 CL0UD1
400 CLQUD2
410 CLQUD3
.ORE
i
I
(
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
■ BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
■ BYTE
.BYTE
.BYTE
.BYTE
■ BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
184, 184, 184, 184, 184, 184', 184, 184
1B4,1B4,184, 184,184, 184,184,184|
136,136,136,136,136,136,136,136
136,136,136,136,140,140,140,140
156,156,156,156,134,132,130,128
124,122,124,126,156,156,156.156
156,156,156,156,156,154,152,150
130,128,130,132,150,150.150.150
0
184, 184,184, 184, 184,184, 184.1B4
184,184,184,184,184,184,184,184
184,184,164,184,184,184,164,184
136.136,136,136,136,136,136,136
136,136,136,136,136,136,136,136
136,136,136,136,140,140,140,140
156,156,156,156,134,132,130,128
126,124,122,120,118,116,114,112
112,114,118,124,156,156,156,156
156,156,156,156,156,154,152,150
148,146,144,142,120,118,116,114
114,116,120,124.150.150,150,150
200,200,200.200,202,202,202,202,204.204,204,204
206.206,206,206
200,200,200,200,202,202,202,202,202,202.202,202
204, 204, 204,204,204, 204, 204, 204, 206, 206,206. 206
0
I
i
255
200
1,1,1,1,1,4.4,4.4,4,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0
160,160,160,160,160,160.160,160,160,160,32.32,3:
32,32,32,32,32.32,32.160,160.140.160,160,160.160
160,160,160,32,32,32,32,32,32,32,32,32,32
32,32,171,171,171,171,171,171,171,32,32
32,171,171,171,171,171,171,171,171,171,32
171,171.171,171.171,171,171,171,171,171,171
The second awe-inspiringly
complicated routine (try saying
that 10 times quickly!) is
'MVFROG\ which if you
haven't guessed, moves the
frog! When jumping, a
different speed is used
between movements in order
to make the long jump longer,
and the two values of delay are
stored in 'RESTORE1' and
'RESTORE2'. At this stage,
however, this difference is
irrelevant because everything
is happening too quickly, and
will continue to do so until we
have introduced some more
routines.
This routine follows the
steps shown in FLOWCHART 1.
The variable 'NXTJUMP'
contains the type of jump to be
introduced next, and this will
be altered when the joystick
routines are added.
Finally, the last routine
'INIT' which sets up various
parameters for the game. This
routine is called whenever the
game starts, and is self
explanatory.
The variables at the start of
the listing are all the variables
required for the whole game,
therefore in future we shall
have room for more routines.
In the next part we shall
introduce a multi-purpose
raster interrupt handling
routine, and more routines
with long names.
Now that you have got the
code in, it's time to try it out.
Assemble it and find out the
address of 'START'. This is the
start of the program, and
should be $2329 (9001) if you've
typed in the variables and
tables correctly. If not check
them over again. Reset the
machine and load in your
object code (assembled source
code). Now load in your frog
data - FROGDAT - and SYS
9001. Bingo! (Don't tell me it
doesn't work - I wrote it and it
does. ..so check your source
code, dummy.)
For further information on
Machine code and the C64 I
suggest Programming the 6502
by Rodney Zaks (I know it costs
a tenner, but I assure you it's
worth it if you're serious), and a
Programmer's Reference
Guide is pretty essential - (I
never knew there was so much
in itl).
Now get typing.
420
430 BLDNG1
440
450
460
470
480 BLDN62
490
500
510
520
530
540
550
560
570
710 BLDN6TAB
720
730
740
750
760
770
780 CLCOUNT
790 CLSPEED
800 JUHPTYPE
810 NXTJUHP
820 JOYSTATUS
830 BLDN6STA6E
840 BLDN6TYPE
850 BLDNGPOS
860 HVIOQP
870 STAT1
880 STAT2
890 CRATER
900 RDTYPE
910 RDTYPE2
920 CRATEOEL
930 CRATEDEL2
940 RANDTAB
950
960
970
980
990
1000 RAHDTAB3
1010
1020
1030
1040 RANDPQS
1050 FRENCH
1060 FRENCH2
1070 FftSPRT
1080 FRDEL
1090 BIKEHV
1100
1110
1120 BIKEPQS
BYTE
BYTE
BYTE
BYTE
BYTE
BYTE
BYTE
BYTE
32,32,32,32, 32, 32,32, SAO.32,32
I AO,«A0, *A0, $A0 V f AO, SAO t $A0, f AO, $A0.32
SA0,91,SA0,91,SAQ,91,SAO,9I,$A0,32
SA0,*A0,32,SA0,SA0,SA0,SA0,SA0,SA0,32
32,SAO,32,SA0, 32, 32,32,32,32,32
32,SAO,32,*A0, 32,32,32, 32, 32, 32
SAO, SAO, SAO. SAO, SAO, SAO, SAO, SAO, SAO, 32
SA0.SAO,SAO,SA0,SAO,SAO,SA0,32,SAO,32
10
0
5
10
10
METERS
SCORE
00000
00000
LIVES : 3
FOOD : 99
.BYTE 0,0,1.0,0,2,0,0,0,2,1,0,0,2,1,2,0,0,2,1.0,255
[
I
i
i
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
■ BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
.BYTE
0.0,1,0,0,0,0.1,0,0,1,0,0,0,0.1.0.0,0,0,0
0,0,0,0,1,0,0,0,1,0,0,1,0.0,0,0,0,1,0,0,0,0,0.!
0.1,0,0,0,0,1,0,0,0,0,1,0,0.0,0.0,0.0,1,0,0.1
0,0,0,1.0,0.0,0,0,1,0,0,1,0,0.1,0,0.0,0,1.255
0,1. 0,0,0,0,1, 0,0,0,0, 1,0.0,0,0.0, 0,0, 1.0.0,1
0,0,0, 1,0,0,0,0,0, 1,0,0, 1,0,0,1, 0.0,0,0.:, 255
0,1,0,0,0,0, 1,0,0,0,0, 1,0.0,0.0,0.0,0. 1.0,0,1
0,0,0,1,0,0,0,0,0,1,0,0, 1,0,0, 1,0,0, 0,0,:, 255
0,1,0,0,0,0,1,0,0,0.0,1,0,0,0,0,0,0,0.:. o.o,:
0,0,0,1,0,0,0,0,0. ',0,0,1,0.0, 1.0,0,0,0,1.25!
0
80,60,108,74
20.0,48,14
211
10
SFF, BO, BO, 0,70, 70, 1.50, 80, SFF, 55, 90, 1,55. 90. SFf .30
BO
1, 65, 90, SFF, 60, 90, 0,70, 50, 1,50,80, SFE
0
1130 BIKEDEL
.BYTE
10
1140 BIKEDIS
.BYTE
10
1150 FLYDEL
.BYTE
1
1160 FLYIHI
.BYTE
1
1170 FLYXLO
.BYTE
253
1180 FLYHOVE
.BYTE
1
1190 FLYSPD
■ BYTE
38
1200 HIN6FLY
.BYTE
1
1210 FLYWEL
.BYTE
1
1220 HIN6BRD
.BYTE
1
rt30 BRDHDEL
.BYTE
1
1240 BRDDEL
.BYTE
1
1250 BROXHI
.BYTE
1
1260 BRDXLO
.BYTE
255
1270 BRDHOVE
.BYTE
1
12B0 BRDSPD
.BYTE
15
1290 FLYPOS
.BYTE
0
1300 8RDPQS
.BYTE
0
1310 LIVES
• BYTE
'3'
1320 FOOD
.BYTE
'99'
1330 HETERS
BY"
IV 1 lb
'00000'
vv v vv
1340 SCORE
.BYTE
1 W Mb
'00000'
www
1350 HETDEL
■ BYTE
10
1 V
1360 HETSPD
BYTF
■ SI It
7
M
1370 HETDEL2
■ v " 1 W | iff wm k A
.BYTE
1
1
1380 DED
.BYTE
0
1390 ONLY
.BYTE
0
1400 RDDEDEL
.BYTE
1
1410 TABIK
■ BYTE
10,10,10
1420 NXTHUN
.BYTE
1
1430 TABMOV
1470 START
1480
JSR INIT
1490
•
1500 MLOOP
1510
: MAIN LOOP
1520
1
1530
i
1540
JSR PRFROG
1550
JSR HVFROG
1590
JHP MLOOP
1660 PRFR06
1690
LDA JUHPTYPE
1700
BNE BIG
1710
LDX STAGE
1720
LDA XTABl.X
1730
STA SOOOO
1740
LDA XTAB2.X
1750
STA SD002
1760
LOA YTAB1 , X
1770
STA SD001
17B0
LDA YTAB2, X
1790
STA SD003
1800 DEFSET
1810
■
■
1820
LDA SPTAB.X
1830
STA S07F8
1840
TAX
1850
INX
1860
STX $07F9
1870
■
1880
RTS
1890
•
1
1900 BIS
LDX STA6E
1910
LDA XTAB1B.X
1920
STA IDOOO
1930
LDA XTAB2B, X
1940
STA $0002
1950
LDA YTAB18.X
1960
STA $D001
1970
LDA YTAB2B.X
19B0
STA IDO03
1990
LDA SPTAB2.X
2000
STA $07FB
2010
TAX
2020
m
2030
STX I07F9
2040
!
2050
RTS
2060
2140 HVFROG
DEC DELAY
2150
BNE EX1
2160
INC STAGE
2170
LDX STAGE
2100
LDA JUHPTYPE
2190
BNE LAR6E2
2200
LDA RESTDRE1
2210
STA DELAY
2220
CPX t!6
2230
BNE EX1
2240
JHP RESET
2250 LARGE2
2260
LDA REST0RE2
2270
STA DELAY
2280
CPX 124
2290
BNE EX1
2300 RESET
LDX tO
2310
STX STAGE
2320
LDA NXTJUNP
2330
STA JUHPTYPE
2340
STX NXTJUNP
2350 EX1
2360
RTS
2500 1NIT
2510
•
i
2520
; INITIALISE
STATUS
2530
;SPRITE COLO
2540
■
2550
LDA 15
2560
STA SD027
2570
STA ID02B
2580
LDA 10
2590
STA $0026
2600
LDA tl
I ABEL
MVFROG
FLOWCHART 1
( START ~)
DECREASE
'DELAY'
INCREASE
'STAGE'
RESET
RESET
STAGE'TO «
SET NEXT
JUMP TYPE
EXI (7_EN0)
2610
2620
2630
2640
2650
2660
2670
26B0
2690
2700
2710
2720
2730
2740
2780
2790
2B00
2810
2820
2830
2840
2850
2860
2870
2SB0
2B90
2900 LG0P2
2910
STA $0025
LDA 16
STA $0029
LDA #0
STA SD02A
STA ID02B
STA $D02D
LDA 12
STA *D02C
; ENABLE SPRITES
LDA IIFF
STA »D015
LDA 1167
STA $D01C
i
;SPRITE EXPAND
LDA 163
STA ID01D
STA $0017
i
LDX MOO
LDA H20
2920
STA $0400. X
Hill ▼ V IVVt «
2930
STA $0500. X
2940
STA $0600, X
2950
STA $06F7,X
2960
DEX
2970
BNE L00P2
2980
•
2990
;SET UP SCREEN COLOURS
3000
■
i
3010
LUM W9VV
3020
QTfl ICR
31 n ?rD
3030
3040
OTA *CP
alH ffL
3050
3060 L00P3
3070
i nv -7
LUt Mil
3080
i f\A rm tad v
LDA CULIHD, X
3090 L00P4
3100
<J 1 VV
STA ($rfl),T
3110
1170
Dot i nnPA
SIM
LUfl 9T0
n r
LLL,
J 1 OV
HUL f?£0
0 Juv
QTA (CD
3170
i ra tpr
LLm *rL
31B0
3190
a in »rL
3200
f MY
in*
3210
3220
one uuurj
3230
I
3240
;SET UP ROAD
3250
3260
LDY M27
3270 L0OP5
3280
LDA RDTAB.Y
3290
STA $06D0 ( Y
3300
*J V V V
DEY
BPL L00P5
i
WOT
: DRAW CLOUDS
77AA
oo*U
i
oojU
LDX 110
J JioO LUUro
1170
JO / v
LDA CL0UD1.X
•J JO V
STA 1064.X
3390
LDA CL0UD2 f X
3400
STA 1104, X
3410
LDA CLDUD3 . X
3420
STA 1144,1
1410
DEX
3440
BPL L0OP8
3450
*
i
3460
3470
RTS
3480 FINISH
3490
.END
■
m
Programming
12800
12806
12816
12824
12832
12840
12848
12856
12864
12872
12880
12833
12836
12904
12912
12920
12928
12936
12944
12952
12960
12968
12976
12984
12992
13000
13008
13016
13024
13032
13040
13048
: 0000000000000000
: 0000000000000000
: 00000000800002FI0
: 02flfl68RflRflEfiflF(flfl
EFflflflflR8FRflflfl8RE
RRR0RERRR0EBRR30
RERR00RRRR00C00R
00R00R00R89R3002
0000000000000000
0000000000000000
0000000000000000
00000200000R0000
2R00002F00002R00
002R00002R00000F
00002R0000RR0000
RF0000RR0000RR02
0000800002R00flflR
682flRRER2flflflBFRfl
RRR8RRflflR0RRRfl80
RRRR00RRR800RRR8
00RRR300R30800R0
0890R00800R00R00
R00R00RO00008000
0080000080000002
0000020000020000
0200000200000200
000200000R00000R
00000R00002R0000
: flfl00.02flfi000RR300
: 2R3000R800008000
: 0230090200000200
: 0002000002000002
EXPERIENCE
Syndromic
The SIEL range ol computer music hardware
and software can iurn your Commodore
€4/128 tnto a synthesizer, home entertain-
ment keyboard or MIDI controller.
The SIEL CMK 49 allows you complete
control over the CBM 64 s SID chip while the
SIEL Sound Buggy lets you control an
entirely new sound chip tor a more superior
sound!
All SIEL instruments may be added to with
new soltware or hardware, both the CMK 49
and Sound Buggy can have a MIDI mlerlace
connection which allows you to control other
Keyboards and synthesizers.
Just expand your system when you want to!
Playing Keyboards
Hot oft the presses, this book takes you
gently through playing keyboards like the
Sound Buggy w/CMK 49. Written by Roger
Evans and Vince Hill, the book comes
complete with lots of easy lessons, playing
hints and music including Flashdance and
Hello. You can also use the book with a
tuition cassette making your learning even
simpler
CH
: 0
13056
LH
: 0
13064
CH
13072
CH
; 1 190
13030
LH
: 1461
13088
CH
1367
13096
CH
383
13104
L-H
: 478
13112
LH
■ 0
13120
CH
0
13128
CH
0
13136
CH
4
Id
13144
CH
1 ■_"! 1
13152
CH
99
13160
CH ■
did
13168
CH
517
13176
CH ■
13184
CH ■
4 4 *".■*%
1 123
13192
CH <
1 386
13200
CH •
lyie
13203
CH •
674
13216
CH •
J46
13224
CH
453
13232
CH •
258
13240
CH •
A
13243
CH :
6
13256
CH :
22
13264
CH :
52
13272
CH :
520
13230
CH :
466
13288
CH :
134
13296
CH :
6
13304
0000800R82R02RRR
682RRRERflRRREFRR
RRR8RRRRR0RRRR30
RRRR80RRRR00R0RR
0000280000280000
2800002000002000
0020000000000000
00000000000000F 7
0000000000000000
0000000200000200
000R00002R0000RR
0000RR0002RR0002
: R3000RR0002R8000
: 2R0000R80002R000
: 0R30002R00002300
; 08R00000808000F7
: RR0000RR0000RR80
: 00RR8000RR3000RR
: R000ERR080RRRRR0
ERRR68BflRRERRRflR
BF0RRRR802RRR002
RR8000RR00002800
002800000800000R
000002O0000280F7
000800002RRO002R
RR002ERR00BRRR02
RRER0R2ERR082RBR
030BRR030RRE0802
ER0802RB0800RB08
00RR080000080000
0000000000000000
00000000000000F 7
CH
: 640
CH
: 1251
CH
: 1306
CH
! 1138
CH
: 80
CH
! 104
CH
: 32
CH
! 247
CH
: 0
CH
4
CH
222
CH
344
CH
503
CH i
372
CH :
220
CH :
535
CH !
633
CH :
766
CH :
1132
CH :
1390
CH :
873
CH :
508
CH =
58
CH :
379
CH :
252
CH •
741
CH :
866
CH :
391
CH :
602
CH =
186
CH :
0
CH :
247
/ Sound Bu
99Y
CMK 49 Keybooid
/
Commodore i
Sound Buggy
This is a new concepl ill computer based music
lot all the family Featuring hilly programmable
sounds and rhythms, one linger and fingered
chords, auto bass, arpeggio, chords, memory
vibrato plus a two channel sequencer lor
recording your own songs
The SIEL Sound Buggy comes complete with a
clip-on keyboard 'or :ne CBM 64 or may be played
by i he very stylish CMK 49 Keyboard There is a
complele range ol presels rhylhms and songs
already programmed i or y0U r instant enioymeni
At only £99.95 you can give your Commodore a
new musical experience
CMK 49 Keyboard
The CMK 49 »s a 49 note lop quality keyboard v.iih
full size keys.
II comes compiele with sollwarc which can
program |he SID chip withm the CBM 64 to create
lie most ama/mg sounds and synthesizer
ellecls II has 40 demonstration sounds on board
plus a MIDI Master Keyboard funclion allowing
you lo build-up a musical system around your 64
without having lo purchase high casl equipmeni
For lust £125.00. the CMK 49 (els your musical
'aniasies begin.
Syndromic Music can supply these items
separately by direcl mail or il you purchase them
loqether at the incredible price ol £199.00! 1 1
Please li" out the coupon below and return U
with your payment, to Syndromic Music. 35a Grove
Avenue. London N10 2AS or ring 01-883 1 335.
CREATIVE MUSIC - SyMPLY THE BEST
NAME.
ADDRESS..... „
IMM>>ttP*tlllM|tl^l»l.tlt..
I would like lo order Ihe following:
SIEL Sound Buggy —
SIEL CMK 49 —
THE PACKAGE! ! ! —
Playing Keyboards —
Playing Keyboards
More Informalion
'11*1 M.l.lll
Disk/Casselle
ft
£99.95
Disk/Cassetle
ft
£1 25.00
Disk/Cassette
St
£199.00
Book & Cassette
£545
Book only
&
£3.95
Quantity
All prices are inclusive of VAT/postage'packing/insurance.
I enclose cheque'poslal orderJmoney order lor £ u made payable to Syndromic Music
II pa ying by Access please quote card num ber and sign here: ACCESS CARD pen
No
Signature.
Please allow 21 days lor delivery.
PROHIBITED* from duacioi
mdiiBcl OTineciioo to pubhc
iBlecommuotcaittn Sterns Action
may De tpken agoinM anyone so
conceding thtsappwlus
•4^
4
6^
A
»••■
6
946240 CWEASY G 19002985 PRESTEL MAILBOX 919992265
Have you always fancied
getting on-line? Well
Micronet 800 will help you
with this month's
J 0 fi'HCT
competition.
WOULD YOU LIKETO BECOME PART OF
the electronic revolulion? Do you fancy
being able to send messages to your
friends via a telephone? Well this month
Micronet 800 is offering £1000 of prizes to
help 54 readers of Your Commodore to
get on line.
A large number of different prizes are
being offered.
1st prize is a Commodore modem and 1
year's free subscription to Micronet and
Prestel
2nd prize is 1 year's free subscription to
Micronet and Prestel
3rd prize is 6 month's free subscription
4th prize is a quarter's free subscription.
Plus there are prizes for 30 runners up
of £10 worth of some of the latest
Commodore software.
A further 20 readers will receive a
selection of software that is available on
Micronet.
So as you can see there are plenty of
prizes up for grabs and everyone stands a
chance of winning.
How to enter
On the competition entry form you will
find five different things that are available
on Micronet. All you have to do is put
them into the order that you think is most
important. For example if you thought
thai lelesoftware is the most important
then you would put a number 1 by the
side of it.
When you have done this you then
have to complete the sentence given in
no more than 15 words.
Then put your entry form into an
envelope and write the order of
importance on the back.
The Rules
Entries will not be accepted from
employees of Argus Specialist Publica-
tions and Micronet 800. This restriction
also applies to employees' families and
agents of the company.
The How to Enter section forms part of
the rules. The editor's decision is final and
no correspondence will be entered into.
Hi--
"5c \+>\ f* *
Name . .
Address
Number these services in order of importance -
Electronic mail
Telesoftware
International Telex
Chatlines
News
Complete the following sentence in less than 15 words:
Micronet BOO is the ultimate peripheral because
. . Post code.
Send to: Adventure Competition, Your Commodore, No 1 Golden Sq
London W1R 3AB. Write clearly and fully and don't forget to put the
numbered order on the back of your envelope. Closing date: 31 January 1986.
THE GAME
OF A LIFETIME
Available tor Commodore 64. Spectrum 48K and Spectrum + . Coming soon: Amstrad and MSX.
FIREBIRD SOFTWARE ■ WELLINGTON HOUSE
UPPER ST MARTIN S LANE - LONDON WC2H 9DL
f <reb>rd >s a Trade Maik nt Bultsti TdecaiKiiimciitons pic
tJ^LMi-ra.iTiflderAiiholAcwnaoltLW G Acomson 1984 t U! 1985
a
When you are designing a game one of the longest jobs isde-
signing the sprites. If you are good at art then fine, if not your
next monster will probably end up looking like a square box
with legs.
Now, Your Commodore comes to the rescue once again
with Sprite Ideas. If you have designed any sprites for games
and you don't mind other people seeing your masterworks
then why not send them into us. Each month we will be offering
£10 for the best entries.
Your sprites can be anything at all (within reason), if you've
designed a series of animated characters then send in the lot.
We'd love to have a look at them.
So, next time you are after an Ogre to put in your new game,
have a look in this section of the magazine and you may find
just what you are looking for.
64 DATAOOO.000,000,000, 000, 000, 000,042
65 DATA00Q,000, 174, 128,002, 174, 160,010
66 DATA170, 168, 042, 174, 170, 042, 191, 170
67 DATA046,255,238,046,255, 238,042,191
68 DATA170.042, 191, 170.010,174,168,010
69 DATA174, 168,002, 174, 160,002, 174, 160
70 DATA000, 170, 12B, 000, 170, 128,000,034
7 1 DATA000, 000, 034, 000, 000, 000, 000, 001
Cruiser
J Garton
: Rotherham
37 DATA000.084, 000,001, 085, 000,000, 149
38 DATA000, 002, 165,000,000,036,000,000
39 DATA008, 000, 000, 01 2. 032, 000, 063, 160
40 DATA000.059, 168,000,059, 168,014, 171
41 DATA160, 000, 021 , 128, 000, 063, 000, 000
42 DATA060, 000,000, 060,000,000, 062,249
43 DATAOOO.012,001,000, 012, 000,000,012
44 DATAOOO ( 000,008,000,000,020 t OOO,000
Jetman Tony Crowther : Sheffield
55 DATA000, 000, 000, 000, 003, 192, 000, 195
56 DATA240, 002,255,232,000, 195,240,000
57 DATA013, 192,000.001, 192,000,001, 192
58 DATA000,255,216, 003,239, 224, 046,171
59 DATA240, 003, 239, 224, 000, 255, 216, 000
60 DATA001, 192,000,001, 192,000,013,192
6! DATA000, 195, 240, 002, 255, 232, 000, 195
62 DATA240.000, 003, 192,000, 000,000, 000
Gunship J Garton : Rotherham
►
.:. .i.il .
Dog
Tony Crowther
: Sheffield
46 DATA000, 000, 000, 032, 000, 002, 040, 000
47 DATA010,058,000,043,053, 170,151,026
48 DATA170, 169,037, 170, 150, 063, 106, 127
49 DATA063,217,255,061, 123,095,046, 187
-i.ii. ■'iiii... ,
50 DATA 174,
51 DATA166,
52 DATA000,
53 DATA128,
043,234,250,
168,002,166,
063,000,000,
009,170,152,
010,149,168,
160,000,025,
119,064,000,
042,106,106,
010
000
170
042
DATAO0O,GO0.0Q0,0O5.QOQ.OO0,O05.O64 Dwarf 1234
2 DATA0O0, 001, 080, 000,001, 0B4, 000. 001
3 DATA252,000,005,220. 000,007, 255.000
< DATA007, 252. 000, 000, 080, 000 , 000, 1 60
5 DATA000.002. 104,000,001.168,000,009
6 DATA090,000,0I0, 170,000,015,255,000
7 DATA005. 085, 000,005,084,000,005,084
9 DATA000.004, 020,000,000,021, 000.000
Tony Crowther
: Sheffield
10 DATA000. 000, 000, 005,000,000,005,064
11 DATA000,001, 080,000,001, 084,000, 001
12 DATA252,000, 005,220, 000,007,255,000
13 D6TA007, 252, 000, 000, 080, 000.000, 160
14 DATAOO0, 002, 104, 000, 002, 104,000,010
15 DATA150, 000,010, 170,000,015,255,000
16 DATA005. 085, 000, 001, 084, 000,005,085
17 DATA000, 005, 005, 000, 001 ,069, 064, 000
19 DATA000
20 DATA000
21 DATA252
22 DATA007
23 DATA000
24 DATA165
25 DATA005
26 DATA000
,000,000,
,001,080,
,000.005,
,252.000,
.002.104,
,000.010,
,095,000,
,001,069,
005,000,
000,001,
220,000,
000,080,
000,002,
170,000,
001,084,
064,001,
000,005,064
084,000,001
007,255,000
000,000,160
152,000,010
015,255,000
000,000,0B5
080,000,000
28 DATA000, 000, 000, 005, 000, 000, 005, 064
29 DATA000.001, 080, 000,001, 084,000, 001
30 DATA252, 000, 005, 220, 000, 007 , 255 , 000
31 DATA007, 252, 000, 000, 080,000, 000, 160
32 DATA000,002, 104,000,002. 104,000,010
33 DATA150,000,010,170.000, 015, 255,000
34 DATA005,085,000,001, 084,000,000, 080
35 DA7A000. 000. 090, 000, 000 , 084 , 000, 000
►
73 DATAGOQ, 000,000, 000
74 DATA000, 060, 000,000
75 DATAOOO.000,252,000
76 0ATA239, 128,000, 191
77 DATAOOO.190,093,248
78 DATA128.000,239,000
79 DATA124, 000,000,112
80 DATAOOO,000,000,000
Shuttle J Garton :
,000,000,000,000
,048,000,000,056
,000,190,000,000
,254,000,239,241
,239,255,224,191
,000,126,000,000
,000,000,000,000
,000,000,000,000
Rotherham
=F
+-
++
r
am ■
•5
+
Cate/7
+
+
Argus Press Software Group ■ Liberty House 222 Regent Street LONDON W1R 7DB Tel: 01 439 0666
i i i i i i i
I i i i
WEL COM E TO THIRST NEW-LOOK
lhe comms scene as
Commodore owners- ^ be
A large amount . i P lW 0
devoted «. ^.'Srrnet and Micro-
Wl« also be WgJ* in(o on DBS HI
As well as disn ng so „.
als o inform you of theta « . ( have
ware and "^"^o, t ps then pass
3HV news ' V ^r(wouuVe.omake.h 1 s
use.
Bits
PACE ^Jg^SS&K
• ing ale modem for for ,heC64.
developing a com** bu , ,he
Details are scarce^ » WMJ dwUh an
package w.ll no doubt be s P P m ^ be
interface allowing ; said cm
connected to the back ot
The price of Gallery p s
person told me ha. h V QMe!y s
Micronet News
, •„., a n28? If so i ihen
Considering buying a ^ yQ
you will have J»°^™ tog eiherwlth
Listing Com P un ;'T de[ Apparently the
the Datasseue 'f°' d ^Z the C1».
C64 modem, when used ( haye
slightly obstructs ,he "^ ' is producing
A number of new ^JSST*
soon will be. introduced on
The big news ' 5 . ha k , oc k and barrel
Four area has moved lock oC e(
lrom clubspot 810 to m re , e ,
admits in says here m ^ nad
that; "Comniodo-em c ^ ^ o(
a fairly raw deal n the^ p , em eni
!S5fiWSS Nel p,ov,des
,u(ure - „w multi-channel Chatline
First, a new mu '" ra , ion by the time
^vice should be m gj-jj* se ,vice
^X^thlnn^someofwhichwiU
be available tothegener^Un^
,he present cha line s^v ce ^
,he neW dl As I understand, each
instant updates. As ^ ( spccll
^^^and^Uhagood
,aueh! c is a new entertainment area
Buttons is a ne ™ , n , assistants
,na. will offer bored ^travel agen ^
and such 1^3^325 idea for a
so on. If you have an i or f i ^ m
rchmS^n^eyousome money
exclusive venture. The 500 P S
provide business nforma^^ ^
S n m dudeC-adviceacco U n f ;ing..inancia,
and myself were 6 ;« ^ e developed.
new CB W^g u ^S?
Unlike most electrons" s The
one splits the screen mto < w ^ have
-P P 3 " fffl "d yourself,
me .ha. Co^punet s exper q
of the big Dan ** iU nex , time.
ng you more UC ' Q ' a r, n e on:
J^\». d Co P mpune,: VOUK
CBM-
CORNER
ONE OF THE PRIME BENEFITS
of having a disk drive is ihe
ability lo access information
both sequentially and by
random access. Most of you
will have used simple files such
as sequential and relative files.
Sequential files are messy to
use since, if you want only a
portion from the middle of the
file, you must first load the
earlier unwanted portion.
Relative files offer greater
power in that you can use a
record pointer to access a
specified portion^ but all
records must be the same
length to compensate.
The alternative approach is
to use random access. This
method, used by most
advanced programs,- appears
ralher daunting because you
need to develop an operating
system to manage it. However,
in reality it is easy to use lor
simple storage systems.
In this short article I plan to
explain the bastes of random
access and describe the
command available lo use it.
These principles will be
illustrated by two example
programs. The first is a storage
system for adventure data and
the second a simple filing
system. Much of the informa-
tion here is given in the
handbook accompanying the
disk drive but the treatment is a
little obscure and the worked
examples of little use.
When formatted, floppy
disks have a number of
concentric strips or tracks. On
the 1541 there are 35 such
tracks. Each track is sub-
divided into sectors. The
number of sectors varies
depending on the position of
the track. The outermost track
holds 21 sectors and the
innermost 17. Each sector
holdds 256 bytes of data.
The random access
commands allow you to store
and retrieve data from these
sectors. All you need to do is
keep track of which data lies
where. The examples given in
this article deal with the simple
case of records of 256 bytes i.e.
one per sector. Longer records
require an operating system to
remember where they are
kept. This is generally
necessary in more sophisticated
data bases.
Before describing the
syntax of the commands, I will
explain some abbreviations. I
will use the following system of
shorthand:
File Number — FN
Device Number — DE
Track Number — T
Sector Number — S
Channel Number— CH
Buffer Number— BN
Buffer Pointer— P
Driver Number — DR
The commands to mani-
pulate data at this level reside
in the disk drive so a system
must be adopted to access
them. Data communication is
performed by means of data
buffers in the drive. You can
either specify a buffer or ask
the DOS (Disk Operating
System) to select one for you.
The buffer is triggered by
opening a data channel by use
of one of the commands:
OPEN FN,DE,CH," BN"—
Opens a channel to buffer BN
OPEN FN,DE.CH," "-Asks
DOS to choose a buffer
For example: OPEN
2,8,2," 3"— Opens data
channel 2 using buffer 3
OPEN 2,8,2," "—Opens data
channel 2 to any buffer
Disk commands must be
accessed via channel 15 in a
manner similar to those for
formatting the desk etc. The
command to open this channel
is, for example:
OPEN 15,8,15
You may only work on data
in a buffer so more than one
step must be carried out. First
you must load or save data in
the buffer and this must then
be stored or retrieved from the
buffer. Manipulation of data in
the buffer is handled with
PRINT and GET commands.
In a manner similar to relative
files, a buffer pointer is
available to specify the byte
manipulated. The command to
use the pointer has the syntax:
PRINT 15."B-P"CH.P
e.g. PRINT 15,"B-P"2.133
The example assumes daia
channel 2 is open and sets the
buffer pointer to byte 133. If
you were to perform GET 2,B$
after this command byte 133
would be loaded into BS.
Similarly PRINT 2,B$ would be
byte B$ into the buffer at
position 133.
The buffer is read from disk
or written to disk by the block
read and block write com-
mands. Block read is:
PRINT 15,"B-R"CH,DE,1,S
e.g. to read sector 3 in track 6
from channel 2 to drive 0 use:
PRINT 15."B-R"2,0,6,3
Block Write is:
PRINT 15,"B-W"CH,DE,T,S
e.g. to write buffer to sector 6 in
track 2 from channel 2 to drive
0 use:
PRINT 15."B-W"2,0.2.6
Programming
Thai is all you need to do
the job. Unlike other tiles, the
tracks and sectors to which you
write are not protected from
overwriting. To prevent this
danger, the area must be
reserved in the BAM (Block
Availability Map) by use ol the
block allocate command:
PRINT 15,"B-A:"DR:T;S
To deallocate a block use:
PRINT 15."B-F:"DR;T;S
Even if you do allocate your
data, the use of the Validate
command will deallocate it, so
be warned!
One final tip —always open
the two channels early in your
routines and don't forget to
close them when you've
finished. To see the use of all
these commands look at the
two listings.
The first listing is a simple
10 REMUtUISMUIitmuUU
20 REM! TINY-FILE I
data filer for adventures and is a
logical follow-on from my
short series on adventures,
published earlier this year. The
routine assumes that you want
lo save location descriptions or
messages up to 255 characters
long. Each message is therefore
stored in its own sector. The
first 17 tracks can be used, each
with 21 sectors giving storage
up to 357 strings. The track and
sector corresponding to any
given string is easily calculated
as in lines 112 and 212. Option 1
reserves the first five tracks.
Line 30 can be altered to
reserve up to 20 tracks. Option
2 saves the strings and options 3
recalls them. The strings are
terminated by ' ' which acts as
a sentinel to warn the routines
to stop. Lines 215-260 can be
used in your adventure to
recall and print a string.
Tiny-File in listing 2 uses a
similar approach. Each sector
holds one record of 256 bytes.
20 REM! TINY-FILE t
30 REM! I
40 REM! AEU 1985 t
50 REM I I
60 REMmtmmimuuitut
70 rem
75 P0KE53280 t 12:P0KE5328I.ll:PRINTCHR*il47»sCHM(144)
BO PRINTCHR*(147>" DISK FILER VI. 3 A MEBB 1985"
90 PRINTCHR*U7)TABU4)'l. SAVE DATA"
100 PRINTTABU4)'2. READ DATA"
110 PfilNTTA8(i4)"3. SET UP DISK"
120 PRINTTAB(14)'4. SEARCH"
130 5ETI$:IFI$<*rORI$>"4"THEN130
140 ON VAL(It) GOTO 170,310,540,760
150 REM
160 REM
170 GCSUB930
!B0 0PEN15,8,15
190 0PEN2,8,2,'i"
200 MNT(DN/20):S=DN-TI20:T=T+1
210 PRINTI15."B-P"2;1
220 PRINTI2.0I
230 PRINTill5, -B-H'2;0,T,S
240 60SUB980
250 CL0SE2: CLOSE 15
260 P0KE7B1 , 21 : P0KE782 , 5: P0KE7B3 .0: SYS65520
270 PRINTCHRtUB) "PRESS ANY KEY TO RETURN TO HENL"
280 GETI$:IFI$="THEN280
290 60T080
300 REM
310 0PEN15,8,15
320 0PEN2 1 B,2,M , :P=1
330 PR I NTCHR* 1 147 ) : I NPUT - RECORD *";DN
340 FL=0:PRINT:INPUT'QUTPUT TO PRINTER (Y/Ni';I$:IFI$="Y"TH
Each record is terminated by
' '. A record can be split into
fields by carriage returns but
the whole record is still only
one string.
Option 3 performs three
functions:
1. Formats the disk
2. Block allocates the first 20
tracks
3. Stores ' 'in each sector in the
first 20 tracks
A sector holding just ' ' is
regarded as a null record.
Option 1 allows the entry of
a record. You will be prompted
for each field and you should
terminate a field by pressing
RETURN. The data base was
originally written to store the
contents of disks. Each
program on a disk was a field
and the complete disk was a
record.
Option 2 allows you to
examine a specified record.
Output to printer is available.
Option 4 performs a simple
search for a specified character
pattern in a record. For
example, assume that record 5
holds the fields:
GORILLA
GIRAFFE
LION
A search for GIRAFFE will
step through each record in
turn until record 5 is searched.
The search will then stop. The
search would also find GIR or
AFFE. You can easily use the
data base to save addresses
where the fields could be:
NAME
ADDRESS
PHONE NUMBER
I hope that by studying
these listings you will grasp the
ideas behind random access. I
don't claim that these
programs are complex or in any
way amazing — they simply do
a job in a simple manner.
ENFL=1
350 IFFL=1THEK0PEN4,4
360 PRINTCHRK 147) "RECORD #";DN
370 PRINT" [D0HNHC0NTENTS:'
380 IFFL=lTHENPRINTt4, "RECORD"; DN:PRINTI4:PRINTI4, "CONTENTS
:":PRINT#4
390 T=INTfDN/20):S=DN-TI20:T=m
400 PRINTI15, , B-P'2;P
410 PRINT#15,"B-R"2;0,T,S
420 6ETI2,Q$:IF0t="e"THEN450
430 PRINT0$;:GaSUB 1010:P=P+1:PRINTI15,"B-P"2,P
440 IFP<256THEN420
450 I FP= 1 THENPR 1 MTCHRS (18) CHR $ ( 1 7 ) ' N ULL RECORD" :IFFL=1THENP
RINTI4/NULL RECORD"
460 IFFL=! THEN PRINTf4:PRINTI4,"
470 P0KE781 , 21 : P0KE782. 5: P0KE783, 0 : SYS65520
480 PRINTCHRK IB); 'PRESS ANY KEY TO RETURN TO MENU"
490 G0SUB980
500 CL0SE15:CLDSE2:IFFL=1THENCL0SE4
510 6ETI$:IFIt='"THEN510
520 S0T0B0
530 REM
54) r?lNTCHR$'147)"THIS WILL ERASE THE CONTENTS OF THE DISK
N
550 INPUT "DISK NAHE';NAt
560 INPUT "DISK I.D.';ID«:IDt=LEFT*UD$,2):0$="N0:"+NAt»\"
570 PRINTCHR* ( 1 7) CHR* ( 17> "ARE YOU SURE? (Y/NP
580 6ETI$:IFI«O"Y"ANDI$<>"N"THEN580
590 IFI$="N"THEN80
600 0PEN15,B, 15,0$
610 0PEN2,B,2,"I"
620 PRINTCHR*I147)"THIS HILL TAKE 3 TO 4 HINUTES"CHR$U7)
Programming
630 PRINT-GIVING R00H FOR ABOUT 350 RECORDS."
640 PRINT'THE REMAINDER OF THE DISK HAY BE USED FOR NORMA
L PROGRAM STORAGE'
650 PRINTCHRS(5)CHR$(i7)' IttWARNINGUI'
660 PRINTCHR*(17)CHR$(144)" ANY ATTEMPT TO VALIDATE THE DI
SK MAY"
670 PRINT" ERASE THE DATA BASE':0$="e'
680 PRINTII5,'B-P'2;1
690 FORT=1TQ17:FORS=OT020
700 PRINTI15,'B-A:0\T,S
720 PRINTI2.Q*
730 PRINTI15,"B-N"2;0,T,S
740 NEXTS.T
750 CLQSE2:CL0SE15:G0T080
760 PRINTCHRS ( 147) : INPUT'FIELD NAME'jFIl
770 QPEN15,8,15
780 0PEN2 1 8 I 2/I':FQRDN=1TD350:P=1:MI="
790 T=INT(DN/2Q):S=DN-T!20:T=T+1
800 PRINTCHR* ( i 47 ) - RECORD I ";DN
BIO PRINTU5,'B-P'2;P
820 PRINTI15,'B-R'2;0J,S
830 GETt2,Q$: IF0i-'<j'THEN85Q
1 P0KE53281, 12:PDKE53280, 12: PRINTCHR$ { 1 441 CHR* < 147)
2 Y=5:X=13:GQSUB63300:PRINT B ADVENTURE FILER'
3 X=X-4:Y=Y+2:S0SUB63300:PRINT H tMMmuiMIU!UHr
4 Y=Y+1:G0SUB63300:PRINT"I I. ALLOCATE BLOCKS I"
5 Y=Y+!:G0SUB633Q0:PRINPI 2. SAVE BLOCKS P
6 Y=Y*1:G0SU863300:PRINT"I 3. READ BLOCKS V
"> :=Y*l:GDSUB63300:PR:NT"nMUH!MHMtinnr
B PPINTCHfit(5):Y=Y*2:X=13:60SUB63300:PRINT'SELECT OPTION":P
R:NTCHRt(i44)
9 &ETI$:IFI«< n :"0RI$)"3'THEN9
10 CNVflL ( I * ) GOTO 1 2 , 90 , 200
12 aPEN15,8,15
20 0PEN2,8,2,T
30 FOR T=1TQ5
35 F0RS=1T020
40 PRINTI15,"B-A'0;T;S
50 G0SUB63000
52 Y=22:G0SUB63300:PRINT B
53 Y=22:G0SUB63300:PRINT"TRACK'T" SECTOR'S
60 NEXTSJ
70 CL0SEI5:CL0SE2:60T01
80 REM
81 REM
90 G0SUB30000
96 T=INT(iMN)/20):S=HN-Tt20
100 0PEN15,8,15
110 0PEN2,B,2,'r
111 FOR MN=1TQ3
112 T=INT(IHN)/20):S=HN-TI20:T=T*1
115 PRINT#15,"B-P'2;1
120 I=0:Y=22:G0SUB63300:PRINT" m
130' X=0: Y=22: 60SUB63300: PR I NT'WR I T I NG HESSAGE'NN " TO TRACK
"T" SECTOR'S
140 PRINTI2,QHHN)
160 PRINT#15, B B-M'2;0,T,S
170 G03UB63000:NEXT
840 H$=H$*0$:P=P*1:PRINTI15,"B-P"2.P:GQT0830
850 IFM^"THENPRINT:PRINTCHR$(144JCHR$(1B1'NULL RECORD':FO
RD=1T0200:NEXT:GDT089
0
860 F0RJ=1T0 LEN(H$J-LEN1FI$!
870 IFFI$=MID$(H$,J,LEN(FI$)ITHENPRINT:PRINTCHRi(18) B FILE F
0UND":PR1NT:PRINTH$:G
0T0910
880 NEXTJ
890 NEITDN
910 CL0SE15:CL0SE2
920 G0T0260
930 0t='":PRINTCHR$(147):INPUT"REC0RD l';DN
940 INPUT-FIELD NAHE (I TO QUIT)';FI*
950 IFFI»=M'THENO$=0»+'e':RETURN
960 0$=0I*FI$+CHR»U3):60T0940
970 RETURN
980 INPUTI15,EN,EHt,ET,ES
990 P0KE78I , 23: P0KE782, 0: P0KE783, 0: SYS65520
1000 PRINTCHRI(18)'DISK STATUS: ";EN;EH$;ET;ES:RETURN
1010 IFFL=1THENPRINTI4,0$;
1020 RETURN
180 CL0SE2:CL0SE15:60T01
181 REM
182 REM
200 QPEN15.8,I5
210 0PEN2 f 8,2,'l":P=l
211 INPUT-MESSAGE N0";HN
212 T=INH (HNJ/2G) : S=HN-TI20: T=T+1
215 PRINTI15,"B-P"2;P
220 PRINT#15,'B-R'2;0,T ( S
230 &ETI2,Oi:IFD«="e n THEN260
240 Pf?INT0$;:P=PM:PRINTI15,'B-P"2,P
250 G0T0230
260 CL0SE2:CL0SE15:END
30000 0I(1)='STANDING BY A LOH BUILDING ON THE SLOPE OF A H
ILL. A WHIPPET SITS u
30010 OI(l)=Q*fl)t'NEARBY EATING A BOWL OF FOOD. IT LOOKS L
IKE RAIN. 8"
30020 Di(2)="WE'RE ENTERING A LONG WOODEN BUILDING. A RATH
ER EVIL LOOKING 1
30030 0$(2)=0$(2>+"TRANSVESTITE IS SITTING IN A ROCKING C
HAIRS"
30040 0$(3)="NE'RE ENTERING A HUGE CAVERN. A THIN HISTDRIFTS
FROM VENTS IN THE"
30050 0$(3)=0i(3)t n WALLS. LONG STALACTITES HANG FRDH.TH
E ROOF 6IVIN6 THE "
30060 Q$(3I=Q$(3)+'R00M A BIZARRE ATMOSPHERE. THE AIR ISCHIL
L AND DAMP. THERE IS"
30070 0»(3)=0$(3)*' A NARROW TUNNEL ENTRANCE TO THE NORTH. 0
■
39999 RETURN
63000 INPUTI15,EN.EM,ET,ES
63010 Y=23: X=0: 60SUB63300: PRINT'
63020 Y=23:X=0:60SUB63300:PRINTEN;EN$,ET;ES
63030 RETURN
63300 P0KE781,Y:PDKE782,X:P0KE783,0:SYS65520:RETURN
• AIR • COMBAT • EMULATOR • &1JDL95
• BY CASCADE GAMES ■ iiKl/^C I AND POSTAGt
INC. FREE WATCH
AND POSTAGE
The AIRCOM&** EMOATCG. pocked Wth
I fecflifes. 6 by to the taffeS. nxsl
;SDNi»nJatoravolabie For Ihe
(te lime on a hero computer, tee) w^at it ii
r*o1y Ike lo tty a hg^perfonrtjcs fhltary
let cro orgoge trta amies. shpj.
tof act* giTi-tfll4 ard types of
cumrg rrtetkjent enemy araafl.
Feafurg a** XO sprite ifrxages. ACE
ha the srroolhesi , mofl aetof-sd cockpit
wew oihlis. lees araalwgrojidabjecft
achieved tanks lo spedaHy
oeve*xeO Curare G'cchx: Tedriae
i IbJsi; " I a lowra ser&alcnol hen i speed
MKJjDjraXiCl
h cental, your head wfl spin ch you
stn^e*Witrelie*p(fteixMrC8d
(WonCssrfWrdudeQiOTvewcarerQ
and (Oder, to stay dive torig enough to (to
some oQmage to the enemy.
Ihe (jiique two seal Sydg opton tptot.
f-j^citof^weqxre man) ard 3uni<ni
9p«ai Q which passes rfal aroaft
ccnjBcn rtonxXn to hi fcghr aew
vtftfoJ freezrg "he acton ctrrtortd wit",
oyemic todcol map. tofce oft and
landngs. simmer, wrier and nghf Kme
dvrgatJa removably redele irvdgtr
lefusiro, apten mafces ACS te Jtrncre
AIR COMBAT EMUATCfi
ACE SCENARIO
A vast rwrion feet has landed cn your
southern show and oTsctxrged scores tf
law supported by heibapter gj-riNps
and protected by mccde suface lo df
mfstes Sauaaensa' enemy fighlengeVe
Ire enemy tees or cc-ver. Advoncng
uttessV fey oe ocraaing ycu
rv^reland. facrg. ro oppcSftT!
vou arelhe laflflgffeao' wflti crfv throe
ACE Mo* 2 1 muft rote Al Wearer All
Ferrari J^J/SayrtxV araafl Based at
ondteddrtxmywta*btoattcckaW
(Moy runercdly xf&a enemy
kxd crd a« faces crd crSe Terr from,
ycu shoes The lr<J slope ol Ihe conilct.
ho-trg otreody destroyed to enemy brd
flaxes and shot down tier air tree, is to si*
the enemy Keetosit evocuatesllsdeieoted
army
ACE- EXPERIENCE IT NOW
Every computer game fdnwi low ACE -
just to* at these featjes.-
• *Xr% apflmfced mochlne code uses al
ova-able memory:
• FeatUTig Dynomtt Giaphic Tecrriauei
• The srncotesi. fastest crd mo? delated
coc*x<t view ol any fight ilmJaicri
• Vews of hfc. trees fla+s ond one
gore cc^tch Aeod ccttat. grarc)
□tiockondr^onott.
• Sunfl«oSp«ii0iete speech
does rol fteeze the octkn
• Two seal opiton - Ity and
BghtwiTitieadofa -i^^
Wera
ACE -EXPERIENCE IT NOW!
Pieose con-plele and send >o
Cascade Oortrn Ud.
1*3 HavATa Crescent
HatrDgaie MGi 5BG Engjcna
lei iW3l
ACTION e p l a v 15* i
" ™ ™ ™ ™ Originality PUyiblltty Oraphics Value Fof
Monty
CODENAME MAT II j j~2
Hom.uk £8.95 cassette £10.95 disk E O 4- " B * "
MAT AND THE MYONS JOIN
battle in thisStartrek style game
based around the Karillium
rich mining planet of Vesta.
The mines are precious to the
occupying Earth forces
because Karillium can turn a
barren desert into a fertile
jungle-
Mat is the sole defender of
the satellite network which
supplies power to the mines
and must use all his skill to
maintain the flow of power in
the face of the Myon fleet. The
ship he commands is the
Centurian II which is armed
with both laser and plasma
cannon, warp and ion drive,
plus a comprehensive range of
guidance systems and defence
mechanisms.
The player must control the
ship using a fair range of cursor
keys but this situation can be
alleviated slightly by the use of
a joystick.
Defensive shields and
automatic shutdown systems
can be toggled on and off but
why anyone would want to
turn off the defence shield, I
cannot imagine. The shutdown
safety device is a guard against
pilot error and will prevent
overheated weapons from
exploding or abort a warp if the
front shield is damaged.
The operation quadrant can
be viewed to ascertain where
the enemy lies and locate the
most vulnerable satellites in the
grid. As each satellite is
damaged its colour darkens
from white to red. The satellite
grid is four units deep and each
row can only supply power if all
of the satellites in that row are
operational. The amount of
power supplied is related to the
weakest unit in a particular row
but at the end of each attack
wave repairs can be made and
satellites moved to make the
most of the dwindling
resources available.
Once the enemy is located
the quadrant display can be
used to calculate the angle and
distance from your current
position and the warp drives
will carry you into battle
position. By switching to the
bailie computer, locating and
approaching the enemy can be
affected by using the automatic
location indicator and the ion
engines.
The ensuing battle is fairly
standard but the graphics give a
particularly good 3D display
which makes you feel that the
enemy is approaching at speed.
Each wave of attacking aliens
have different characteristics
and firing abilities, the new
wave being more cunning and
faster than the previous one.
Incoming plasma bolts must be
dodged but I did find that using
the ship to ram the enemy in
the early stages gave a second,
if somewhat drastic, means of
defence.
Damage can be repaired
between battles by allocating
one, or both, of the ship's
droids to the stricken area.
Repairs take time and that is
why ramming can only be used
against the first two attack
waves. The longer you retire
for repairs, the more damage
can be done to the satellite net.
Repairs can also be undertaken
between attack waves and
these are done more quickly.
An allotted time for the repairs
is given and, on selection of the
area for action the clock ticks
down as the amount of damage
decreases.
An excellent feature of the
game is the load/save facility so
that you can either continue
later or go back a stage if an
error of judgement was made.
You only have one ship so this
form of insurance is most
valuable if you want the highest
possible score.
Of the Startrek genre, this is
one of the best games 1 have
encountered. The graphics are
very good and the sound is
adequate though not stunning.
If you're not tired of this kind of
simulation, you won't find a
better version.
WINNIE THE POOH IN
THE HUNDRED ACRE WOOD
Kids! £12.95 disk
s house
8 C 8
THIS TRUNDLE ROUND THE Hundred Acre Wood aimed at
the seven and over age group
provides a peril-free appren-
ticeship for would-be
adventurers. No goblins lurk
round the corner in this one,
not even a Heffalump or a
Woozle. The worst thing that
can happen is that the blustery
wind can blow up any minute
and scatter the objects you're
looking for.
Eeyore, Tigger and the rest
of Pooh's pals have all lost
something and your task is to
find and return the items to
their rightful owners.
There is a detailed map and
lashings of information on the
personal habits of ail.
As you saunter through this
adventure exploring all the
homes you'll discover finding
the objects is more difficult
than it first appeared as a few
red herrings and dead ends
have been included. These are
pointed out by rather cutsie
attempts at humour.
The full-colour graphics are
excellent and the game is
diverting enough to give
embryonic adventurer hours of
gentle aggravation.
Winnie the Pooh offers an
amiable and absorbing jaunt
and is designed to foster
educational side effects in
reading, problem solving and
map comprehension. Buy it -
or they'll send Tigger round.
ACTION R E P L A y -L 8" I
™ — ■ ~~ P Onq.njl.lv PI.„ jP ,l,l» Gr.phiC. V.lutFOI
Morwy
SCHIZOPHRENIA *
Quiclcsilva £7.95 E [) _ o 9 ! 8 g , 6 < 7
SCORE 000000 HEM
7
DR JEKYLL AND MR HYDE
were two facets of one man's
personality but what would
happen if both of them existed
at the same time? This is
precisely what has happened in
Schizophrenia. Alphonse T.
Nurd is a cleaner who splits his
persona whilst playing with an
Atomic Particle Separator
instead of doing his job. The
result is two Nurds, one good
and the other bad.
For the sake of clarity I will
call the original Alphonse Al
and his alter-ego Nurd.
Al knows that there is a
Recombination Chamber
somewhere in the lab but he
must lure Nurd there first.
Everything that Al does, Nurd
tries to undo which makes the
game a unique experience.
The first screen is one of the
most difficult to master
because Nurd is there all the
time. Al must open the door to
the laboratory by undoing four
bolts and pulling a lever. Nurd
wanders about unfastening
bolts, pushing levers and
fiddling about with a timer
switch and score counter. If Al
should meet his other self,
Nurd gives him a swift punch
which sets Al hopping about
the screen. Similarly, if he falls
off the stairs or the balcony he
somersaults as he crashes to the
floor.
Once you work out a
sequence it becomes relatively
easy to complete this stage as
long as you keep your wits
about you.
The next four screens rely
on your powers of deduction,
timing and dexterity for
success. Nurd only appears
occasionally and in some cases
you can keep him out of the
way altogether until the crucial
final moments.
In Area Two you have to
move yellow boxes to the top
right hand corner of the room
using lifts. Unfortunately, some
of the lift controls can only be
reached by standing on stacked
boxes so careful planning is
necessary if Nurd is not to undo
your good work with a swift
kick.
Lift cleaning is the object of
Area Three ending up with all
of the lifts on the ground floor.
Working out how to get the lifts
there at the same time is the
major problem and preventing
Nurd from dirtying them up
again adds to the difficulty.
Before reaching the
Recombiner the lights must be
turned on in Area Four. This is
done by setting a row of
switches in the correct com-
bination of off and on
positions. In one of the alcoves
lurks Nurd and he will stay in
the room until the light goes
on, so you have to find out
where he is and take action
accordingly.
Area Five is Al's goal and his
greatest challenge. He must
lure Nurd into the Recombiner
after having set the generator
switches, the X/Y co-ordinates
of the unit and the power.
Nurd is not too keen on this
and will do his utmost to upset
the plan.
Schizophrenia is unlike any
game I've played. The graphics
are interesting, particularly Al's
silly walk, but all this is
secondary because most of the
action takes place in your
mind. No two ways about it, I'll
buy a couple of copies for both
of me.
IMHOTEP
Ultimate £9.95
IMHOTEP THE WISE, SERVANT
of the god Zoser, Pharaoh of
Egypt has been entrusted with a
mission to save the land
from famine. So fierce is the
hunger of the people that he
must seek guidance from
Thoth, the keeper of
V 8
t 9 5*
8 f 8
knowledge.
In his wisdom, Imhotep
knows that the secret of how to
make the Nile live again lies in
the hands of a beautiful
princess who holds the books
known as the Souls of Ra. I n his
foolishness Imhotep has
chosen to seek Thoth to guide
him to the princess.
The journey is a hazardous
pathway through the land of
the Jawi nomads. Mounting a
giant vulture, lmhotep«tarts his
journey and we present day
mortals lend a hand.
Many of the Jawi ride on
vultures like Sunday drivers
and fly across the sky but some
are true warriors with fast
mounts and deadly aim. It's
rather like driving the wrong
way down a motorway. The
action is frantic, like playing
defender without recourse to a
smart bomb.
Soon the catapults add to
your problems by hurling
boulders from the shelter of
the pyramids. Once through
this deluge a hail of thunder
bolts rent the screen. With all
five lives expended and my
joystick streaming with perspir-
ation I reached my limit.
Ultimate intimates that
beyond this point there are
mazes to negotiate and the list
of features is impressive.
Great scrolling graphicsand
superfast action make this an
infuriatingly addictive game.
ACTION EPLAyO-lB'i,
JF^fc^^ M M^^rm^ ■ *™~ 0,.n..i.il.ty Piayatxlily Graphics ValuvFor
WIZARDRY
The Edge £7.95
"DRINN WAS QUITE SURE OF
one thing, lhal he should never
have contemplated becoming
a sorcerer!". So begins the
booklet which accompanies
this game and, as you lead him
from room to room in the
Castle of Illusions, it soon
becomes clear why he feels this
way.
The Loremaster demands
that each novice sorcerer
undertakes the quest to find
the Prime Elemental hidden in
the depths of the castle and
now it is Drinn's turn to take
this final test of his fighting and
spell-casting powers.
Before the quest can be
completed there are several
THE CASTLES OF
DOCTOR CREEP
Ariolasofl 9.95
puzzles to be solved as Drinn
progresses towards his goal.
The castle is represented in
3D looking from a viewpoint
very similar to that used in
Zaxxon, The only room you can
see is the one you are currently
occupying but doors are
quite clearly indicated. Behind
the doors lurk a myriad of
monsters such as winged skulls,
minotaurs and scorpions, but
only one creature defies
Drinn's armoury of magic and
steel and guards the way
towards the inner sanctum.
Somewhere in the maze is a
spell which will enchant this
guardian and allow Drinn to
pass but much searching and
spell casting is needed first.
As Drinn ventures forth he
finds chests which may contain
extra spells but occasionally
they contain evil surprises.
Spells can usually only be used
once so care must be taken to
direct them precisely towards
their target or a vital speli may
be lost forever and the quest
foiled.
One spell which it is
essential to keep in good
supply is the healing spell. This
replenishes our hero's waning
strength after battling with the
apparitions in the castle. The
screen display shows Drinn's
current state of health as well as
a scrolling list of the spells he
possesses. Care must be taken
to have a suitable touch of
magic near to hand when
entering a new room and you
can find out what the best one
will be by entering the room
briefly and listening to the
musical clue.
Another spell which will be
needed is called 'tell tale' and
this is the help facility which
will cause a pair of moving
lips to appear while a cryptic
clue appears on the screen.
Success with a spell causes
Drinn to turn purple but if you
use a black and white monitor
you will have to watch the
screen very closely to see any
change at all, but it's almost
worth buying a colour monitor
to play this game!
Sometimes a spell cast in
one room has no apparent
effect but the colour change
indicates that something has
happened somewhere.
Returning to the room where
the spell was found usually
reveals a surprise.
The first guardian to be
encountered is a minotaur and
the booklet describes how to
solve the problem just to get
you started. From the second
phase on you're entirely on
your own.
The music and the graphics
in this game are very good
indeed, though I did find the
movements difficult to master
at first. Spell casting caused
similar problems but all of the
rooms have flagstones and the
matrix formed can be used as a
guide.
The principal aim is to
preserve your spells for times
when they may be really
needed. Often foes can be
outrun in the early stages and
the skilful use of a sword can
dispell some of the less
powerful creatures. The puzzle
element makes the game like a
series of problem solving
games and their solution is
both engrossing and enjoyable.
two and reloading it. The menu
presents the castles in order of
difficulty and offers you the
option of either an unlimited
number of lives or only three.
The challenge is to find the
exit door and leave the castle in
the quickest possible time. A
colour-coded screen mapping
out the players' progress is
shown every time a life is lost.
This diagram also shows the
position of the entrance to the
next room.
The inlay mentions piped
music but the only sound
emitting from the copy I have Is
occasional high and low toned
beeps. This is a stimulating
game which will keep anyone's
interest for hours.
LIGHTNING MACHINE
TURN TME SPftRKS ON
OR OFF" EJ V - . I . • M I > I M « .
I N IRON I O F I HE
lui i i c; m rt M r> moving
E J O V S T I
K NRR f> OR 1
DEFINITELY THE BEST FEA-
ture of this platform game is
that two players can assist
each other against the castle's
destructive forces, rather than
fight each other.
A word of warning, though,
your 'friend' may think it is
much more fun to help you
only up to a point whereupon
he may 'stab you in the back'.
Tread carefully through the
corridors lest you wake a
slumbering Frankenstein or a
murdering mummy. Matter
transmitters can flash you
across a room in an instant, but
beware you don't land within
range of a ray gun, which can
zap you right back to the
entrance of the castle.
The player must load the
scenario for each castle
separately, by rewinding the
tape to the beginning of side
ACTION e p l a v
Originality Payability Graphics Valuo For
Money
SPY V SPY: THE ISLAND CAPER
-A-
§ 3E~ r®.
Beyond £9.95
E.D.
#'
THOSE FIENDISH SECRET
agents from the pages of Mad
magazine are at it again.
In the first Spy v Spy game
they were restricted to
searching a building but now
they have been let loose on a
volcanic desert island. This
time the enemies must fight to
find a hidden missile. Speed is
of the essence because the
volcano is due to erupt and
cover the island in molten lava.
As usual our heroes seem
totally oblivious to the danger
and are more intent on each
other's destruction as they
squabble for possession of the
three parts of the missile.
The most impressive feature
of the game is the simultaneous
action screens. The display is
laterally split and one spy is
controlled in the top sector
whilst the other scurries about
on the lower display.
Inventive as ever, the spies
have discovered how to use the
resources of the island to make
destructive anti-personnel
weapons. Coconut bombs,
snares and pits complement
the natural hazards of
quicksand and shark infested
waters and the unnatural
hazards of swordplay and
gunfire.
Central control is exercised
by the skilfufl use of the Trap-
ulator which tells you what
objects you are carrying, your
current strength and the time
\*ft before the eruption begins.
All functions are controlled by
your joystick and you have to
be pretty dextrous if you are
going to defeat the computer
control option.
At first I found it best to
select the two player option so
(hat I could practice digging
pits and setting all of the other
traps, as well as finding the
missile parts and screwing
them together.
The fact that the other spy
does not move makes it
awkward when you both
occupy the same bit of the
island. Such is the rivalry of the
two spies that they would
rather fight than search. Since
both of these actions require
you to press the fire button,
you cannot search when you
are together. This means
moving, or killing, the second
spy while you search his 'home'
area.
Once you have mastered
the skills of the game, you are
ready to compete. Each spy sets
about the business of finding
the missile parts and the neces-
sary components for setting
booby traps to slow down or
eliminate his opponent.
Coconut bombs, napalms,
swords and guns can be used as
found though some of the
bullets in the guns may turn out
to be blanks. Other traps have
to be constructed.
A pit can only be made if
you find a spade and the pit can
be more effective if it is turned
into a punji pit by placing a
sharpened stake at the bottom.
Snares can be rigged up to a
palm tree if you find the rope to
do it with and the unsuspecting
spy will hang upside down
from the tree for several
seconds if caught. To add to all
this nastiness, bombs and
snares can be set over buried
missile parts but remember my
warning about the indiscri-
minate nature of booby traps,
and also remember to watch
what your opponent is doing
and where he is doing it.
When all three parts of the
missile are in your possession,
you must locate your escape
submarine which will surface
off the island and then
rendezvous with it by wading
out to sea. This can be difficult
because you submerge and
lose strength. Make sure
you are feeling healthy enough
to attempt it and look out for
sharks.
The Island Caper is
extremely enjoyable to play
because of the superb cartoon
graphics and makes an
excellent follow up to its
predecessor.
A.CE.
Cascade £9.95
ACE IS A SIMPLE SIMULATOR
which involves a strategic war
game and owners of a C-16 will
already be familiar with the
earlier version.
You have to select the kind
6 jl 8 5^ 9 8
of mission and the armaments
which you think will be
required.
Getting into the air is simply
a matter of attaining the correct
speed, pulling back on the
joystick and raising the
undercarriage. Now you have
to locate the enemy by con-
sulting the map which shows all
the advancing enemy forces.
Using the joystick and
screen display, it is an easy
matter to set your course to
intercept the enemy as long as
you can read a compass.
Occasionally switching to the
map ensures that you're on the
correct path.
Refuelling can be achieved
by either landing at an allied
landing strip or by rendez-
vousing with a tanker in mid-
air. Of the two, the tanker is the
trickiest because you have to
match height and speed to hit
the trailing refuelling nozzle,
and that's after you've found
the wretched thing!
Combat with the enemy
relies on fast reactions,
especially in air to air combat.
Everything seems inclined to
fire back but with machine
guns blazing and heat seeking
missiles flying, the battle soon
becomes so absorbing that you
have to remember to keep an
eye on your height and speed.
I
ACTION E P L A Y_ J
MHIv Graphics Vahta For
Money
WHO DARES WINS II
Alligata £7.95
E.D.
IN THIS GAME YOU MUST
pretend lo be a John Wayne-
style one-man army as you f ight
your way through eight battle-
fields with guns blazing and
grenades Hying.
You have volunteered for a
suicide mission to liberate your
lost comrades-in-arms from
the clutches of the enemy. To
do this means penetrating
deep into their territory and
facing whatever problems they
may throw at you. armed only
with an eternally loaded rifle
and a dwindling supply of hand
grenades. Luckily, the enemy
has left cases of grenades
lying around which will replete
your stocks.
The enemy is always to the
north {up the screen) and once
the screen scrolls up a tine or
two there is no going back.
At first the enemy only has
the same weapons as yourself,
but soon you start to face
mortar fire and armed pill
boxes, which can be overcome
without the use of a grenade
but a well-placed lob means
life becomes much easier.
Every now and then a
prisoner is facing a firing squad
and bis freedom lies in your
hands. A carefully aimed shot
will despatch the guard and
award a bonus mark. This is the
theory but in practice I found
that my little barnstormer seemed
to be of the opinion thata dead
comrade tells no secrets and
often the guard escaped while
the prisoner performed his
death throes pirouette!
Physical barriers also cause
problems. The soldiers onrush
is punctuated by greedy ponds
and quicksand. Negotiating a
pathway through these
obstacles, under fire, is difficult
but not as problematic as
passing under the roads which
criss-cross the landscape.
Frequently a barbed wire
border is guarded by a gun
emplacement and if your
soldier has used up all of his
grenades, the only way to
advance is to grit your teeth
and charge. As you pass into
the tunnel your soldier
disappears from sight and
careful manipulation of the
joystick is necessary to avoid
the incoming bullets.
A successful charge inevit-
ably brings you to the door of a
sentry post which opens to dis-
gorge a horde of troops under
the command of an heroic
captain who makes a bee-line
off the screen to safety. If you
can shoot him before he goes
you are rewarded with a
bounty of 1250 points, but even
this high bounty is sometimes
worth sacrificing in the face of
so many other troops homing
in.
If all this wasn't sufficient to
keep you busy, an extra bonus
can be scored by destroying a
dinghy escaping across a river
and the occasional plane
strafes its way across the screen.
Once all the enemy has
been killed you are allowed to
advance to the next of the eight
levels. Success at level eight
takes you back to the opening
screen but the enemy has taken
new heart and fighls more
ferociously.
RED ARROWS
Database Software 6.95
FLYING WITH THE RED
Arrows must be the dream of
many people. Now you can
gain the experience on your
C64.
Unfortunately the reaction
of the plane is very slow and
clunky.
Eight of the formations
which the Red Arrows use in
their displays are represented
in the game and you are Red 8.
This means that you can use
your radar to shadow Red 9
who is always in the mirror
image position of your jet.
Menus give a wide range
of options to help you learn
how to fly and each manoeuvre
can be tackled individually
until you feel ready to join in a
full display.
It is a pity thai the screen
display occasionally seems at
odds with the action because of
the slowness of the display. It is
such a good simulator in terms
of facilities. Airbrakes, under-
carriage, elevators, ailerons,
rudder and thrust are all under
your control but you can opt to
have some of the pressure
taken off you by choosing an
auto mode.
The program is the only
formation flight simulator
available and as such will
probably sell quite well, which
is good news for the charities
nominated by the Red Arrows
to receive a share of the
proceeds.
ACTION rep la y ! > if ..«-
W " "^^"^ ■ Mil, BnpMN v.. w .f.M
<C) 1985
M. Bryant
Flu noue
WITH THE WORLD CHESS
championships taking place,
interest in this game of mental
stamina is keener than ever
before. Using a chess computer
is probably the best way to
learn the game and Colossus
Chess 4 is top of the tree among
those programs presently
available.
Chess without doubt, is the
most skilfull game of them all,
because there is no element of
luck or chance. The best player
should always win. Therefore,
when looking for a chess
program, the one to choose is
the one that makes you a better
player and improves your
game. A chess program also
removes the problem of
finding human opponents of
your standard.
Colossus 4 allows you to
choose the strength of the
computer's play by adjusting
the time you allow it to think
out its moves. The longer you
allow the machine to think, the
better its moves become.
HERMIT'S ELECTRONIC STORY MAKER
Kids! £9.95 cassette £12.95 disk
ALL THE MUPPET FAVOURITES of the
are included plus the real star banana.
show, an animated
The game is easy to play and
the pieces easy to control,
especially since a three
dimensional board has now
been added.
The program has a perfect
understanding of all the rules
including under-promotions,
the 50 move rule and all draws
by repetition.
While waiting for the
computer to move, you can
observe its current thinking by
pressing the space bar, see a
hint move and have the
computer's assessment of the
state of play.
Colossus 4 examines about
300 positions per second.
Whilst you are working out
your move, it assumes your
next move and works out its
reply. However it only gets
about one in three correct.
You can set up full
tournament mode, or specify
an average time per move or
even play a game against the
clock. For postal chess players
there is an infinite mode and a
problem solving mode - to
help with the chess problems in
the daily papers.
The program has other
useful features, such as:
Allowing you to retrieve your
The graphics are bright and
some amusing combinations
can be created with bouncing
bathtubs in a bowl of soup.
Sound effects and music
can be added but one disad-
vantage is that scenes are self
contained and you can't make
a continuous story line.
Once the child has worked
through the wacky permuta-
tions the program has limita-
tions but as an introduction to
new vocabulary and simple
sentences Muppet -aided
learning is a breezy alternative.
If you are willing to entrust
your child's education to a
showbiz amphibian turned
position if you make a mistake
(or want to cheat!): letting you
play for either side, or watching
the computer play itself. After
the game you can watch an
action replay, or your own
victory or see where you went
wrong.
Those with masochistic
tendencies can try out a game
of invisible chess.
One of the new features is
the ability to set up quantity
parameters. For experienced
players, this make's the game far
more interesting. Colossus also
has a bank of about 300
openings so you can try out
many different tactics. Also the
new "Draw score" allows you
to make the computer try very
hard for a win rather than
settling for a draw as many
programs do.
If you want a challenging
game then try Colossus 4,
although experienced players
will find that they still have to
allow a long time for moves to
get a demanding game.
However, if you own
Colossus 2, then there is little
point in changing over to the
new version as the differences
do not really justify the
expense.
s mm
academic and have him or her
interacting with the likes of
Conzo to construct scenarios
featuring flying bananas this
could be the program for you.
One drawback however, is the
price.
It's undoubtedly a slick
package high on entertainment
value but perhaps too
restricted in educational terms
to merit the price tag for cost
conscious parents.
Personally I think this fun,
fun, fun approach to the three
R's has gone far enough. When
is some visionary software
house going to sign up Janet
and John?
six-four supplies company
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Ian""'' n-allia. tl -a i-nn M'aj.H?a-
. i •■■I.
auaa aPta
□ iMlmt it I
BM H* nan.
aa. . irtll.1
Mar
Letters
This month we begin a
regular letters page where
you can send us your ideas,
views, moans and, of course,
compliments! There's also £10
for the month's star letter.
Print Hint
Why is it that all computer magazines
want a computer printout with any sub-
mitted program?
I write a lot of programs and would
love to send some of them to you and
hopefully have them published.
However, I can't afford a printer and
therefore can't get a printout of the
program.
Julie Smith, Newtownards
/ would like to make it clear that we don't
insist on every program having a listing
with it. Please do send your programs to
us anyway.
The reason that we ask for a listing to
be included if possible is so that we can
judge how long the program will be when
we print it. It also serves as a reference if
we get any queries from people who type
the program In.
Stay Sharp
On reading the November 1985 edition of
Your Commodore I was delighted to read
Stuart Cooke's comment stating that
having joined forces with Your 64, you will
be bringing us the best Commodore
magazine around.
Your 64 began its life as a practical and
informative magazine. Its deterioration
into an overpriced games review,
seemingly written by children for
children, was rapid!
I have noticed with several, now
defunct magazines, that the first stage of
their decline was marked by an increase in
games reviews and a corresponding
decrease in informed editorial.
The second stage was heralded by
letters of complaint about the content of
the later issues. The reply to these has
become infuriatingly predictable - the
favourite being "we can't publish if you
don't send us". Editors would do well to
remember that we pay for a magazine to
inform us or entertain us, to provide us
with a service. Customer participation is
all very well but should not be to provide
the material.
I hope that Your Commodore
continues to be a good read and does not
degenerate into another fab mag with fab
games reviews, brill banter and high
scores.
Eric Pickering, Corwen
/ am pleased to say that Your Commodore
will certainly not 'degenerate into
another fab mag', in fact we hope that
quite the opposite will happen. Our aim
as an editorial team is to produce a well
balanced informative magazine for those
people who want to do more than just
play games on their Commodore
computer.
As for your comment about
submitting articles to the magazine, I am
afraid that it is only too true of any
magazine that 'we can't publish if you
don't send us'. You, the readers, are the
ones that are discovering new things
about your computers or writing
programs that you think will be of use to
other people. How can other people hear
about these things if you don't send them
to the magazine? Don't forget we do pay
for all material that we use.
Merger Moans
Before Your Commodore and Your 64
were joined I used to purchase Your 64.
Looking through the new mag I was
deeply shocked - I couldn't see anything
on hints and tips, no cheats or POKEs also
there was no software chart.
When I glanced through the new
magazine I noticed that most of the pages
were given up to listings. Not that I mind
listings, but is it really necessary to have
that many or is it just a cheap way of filling
up pages?
I also noticed that you were giving
away 10 Compunet modems, how about a
feature on Compunet to go with them?
Andrew Bailey, Horsham
We get quite a number of letters and
phone calls at Your Commodore asking
for the POKEs for certain games so that
you can be made indestructable or have
infinite lives.
Our feeling is that by entering these
POKEs you are spoiling the game. Surely
the whole point of buying a game is to try
and solve the puzzles that the
programmer of the game has set? If you
are going to cheat, what's the point in
buying the game in the first place? Unlike
many other magazines we don't publish
maps of games either for exactly the same
reason.
We do realise that we devote a large
number of pages to listings. This is not a
cheap way of filling up pages, in fact it is
usually more expensive. The reason that
we have so many pages of listings is quite
simple. We aim to publish programs of as
high a quality as possible, in fact most of
our programs are of commercial quality.
Obviously the better programs are usually
the longer ones and this does take up
space.
We could reduce the amount of space
that we give over to listings by simply
publishing hex loaders for all the
programs. At the moment we publish
both a loader and the assembly code.
Many people prefer it this way since they
can follow the program through and find
out how it works.
As for your question about Compunet.
We do have a regular article on commun-
ications called Communications Corner
and we also have a number of pages and
programs on Compunet,
Letter from Oz
I was reading through my back issues of
Your Commodore when I came across an
article in the May issue called Softrock.
What do you mean by saying: "They're
not bad for Aussies". If you stopped
whinging and looked around, you'd see
that our country is 10 times better than
yours. Also Rolf Harris is not the only
musician of any note, he is hopeless. If
you want good music then listen to the
Models, Men at Work, Australian Crawl,
INX5, Pseudo Echo, Midnight Oil and
Icehouse among others.
And, all Australians don't play
didgeredoos, so go stick a pork pie up
your nose.
When you make some decent
software, get a decent cricket team and
win the America's Cup then you can start
knocking other people. Tom Nash is dead
meat.
And you'd better publish this letter,
unless it takes as long to get to England as
your magazine takes to get here, in which
case you'll never get it!
Damien Marsh, Victoria, Australia (and
proud of it!)
We'd like to apologise to Damien and any
other Australian readers who found this
offensive. Our reviewers occasionally get
a bit carried away. However we'd just like
to point out that England now holds the
Ashes!
E
COM MODORE PLUS 4 AND C16
w\
CAN YOU MEET THE CHALLENGE OF:-
WARNING:- PLAYING
HIT& MISS
COULD SERIOUSLY DAMAGE YOUR
HEALTH. BUT IT CERTAINLY WILL NOT
DAMAGE YOUR WEALTH
HIT & MISS DEFINITELY IS A MIND CHALLENGE OF MEGA
PROPORTION THAT ALL YOUR FAMILY AND FRIENDS CAN TAKE
PART IN. FROM SINGLE PLAY TO DOUBLES IT WILL STRETCH YOUR
MENTAL DEXTERITY TO THE FULL
BUTREMEMBER:-
" IT TAKES MORE THAN JUST GUESSWORK TO
BECOME A GENIUS WITH HIT & MISS"
VENTUREGATE UP
AVAILABLE AT MOST GOOD SOFTWARE OUTLETS
ORDE R YOUR COPY :-
FROM:- VENTUREGATE LTD., 17 HAROLD ROAD. W. YORKSHIRE. LEEDS LS6 1PR.
NAME (BLOCK LETTERS) .
ADDRESS
COUNTY.
POSTCODf
PLEASE SEND ME
COPY/IES OF "HIT & MISS" AT
£7.99 COMPLETE WITH A FREE POSTER WITH EVERY COPY.
(FREE A2 POSTER AND FREE P & P)
HAT. COM AND
IN THE LAST THREE ARTICLES
in this series I have given all the
initialisation and wedge
routines needed to add extra
commands to the Basic of a C64
computer.
I have also given the code to
add nine new commands to
Basic. These are; CTL, APPEND,
CHANGE, DUMP, FIND,
AUTO, CHAIN, DELETE, and
RENUMBER. This month I am
adding a further three com-
mands, they are; MAT, SORT,
and VARPTR.
These commands, unlike
the previous 'toolkit' type
commands, are used to
manipulate and modify data
arrays. Data manipulation
commands like these can both
save considerable amounts of
Basic program code, and in
addition have the added bonus
of a considerably shorter
processing time. All three new
commands require that the
wedge and initialisation code
given in the first part of the
series are present in memory at
the correct locations, and that
their command names and
entry points are stored in the
correct tables. These com-
mands are independent of the
previously added commands
and can therefore be used
without the previous routines.
To ensure that you have the
wedges and new routines
correctly positioned, the Basic
loader at the end of this article
gives only the initialisation
routines and the three new
commands. The commands
added in previous issues have
been left out in order to keep
the loader of a manageable
size. All the programs used in
this series are extracted from
the book Advanced Com-
modore 64 Basic Revealed by
Nick Hampshire and published
by Collins.
MAT
Abbreviated entry; M(shift)A
Token: Hex $EE,$11, Decimal
238,17
Modes: Program and direct
Purpose: To perform arith-
metic operations on entire
arrays, assuming their contents
to be matrices.
Syntax: MAT array name =
(arithmetic expression).
Assigns scalar value to all
elements of the matrix in the
array. Brackets are required
around the expression.
MAT array name = array name
Assigns all corresponding
elements from one array to
another. Both arrays must be
numeric and of the same
dimensions.
MAT array name - array name
operator (arithmetic expres-
sion).
Or MAT array name = (arith-
metic expression) operator
array name. The operator may
be + or * to add or multiply a
matrix with a scalar value.
MAT array name = array name*
array name. All three arrays
must be of ihe same
dimensions, and numeric.
MAT array name =array name "
array name. Array sizes must
follow the convention for
matrix multiplication ie. (a"c) =
(a * b)"(b x c). Where a,b,c are
the array sizes in the DIM
statement plus 1 (element 0) is
used.
iooo ;mttmssmitmmmtt
1010 i 16 BIT UNSI6NED HULTIPLY
1020 ilMtftttltttttttttlttttttf
1030 | HAREA ■ Nl I N2
1040 j
1050 Nl .NOR 0
1060 N2 .H0R 0
1070 RESULT .NOR 0
10B0 ;
1090 NHULT LDA 10 ; ZERO RESULT
1100 STA RESULT
1110 STA RESULT* 1
1120 LDA N2 ; END IF N2=0
1130 QRA M2+1
1140 BED HHULT2
U50 HHULT1 LDA Nl ;N1 = 0 ?
1160 0RA NH1
1170 BNE HHULT3
1180 HHULT2 RTS
1190 HHULT3 LDA II ;IF BIT 0 OF Nl
1200 AND Nl ; THEN ADD N2 TO RESULT
1210 BED HHULT4
1220 CLC ;ADD N2 TO RESULT
1230 LDA N2
1240 ADC RESULT
1250 STA RESULT
1260 LDA N2+1
1270 ADC RESULT+1
1280 STA RESULT M
1290 HHULT4 ASL N2 ;N2 = N2 I 2
1300 R0L N2M
1310 LSR Nl+1 ;N1 = Nl / 2
1320 R0R Nl
1330 JHP NHULT!
1340 ;
13S0 |
1360 ;
1370 itmtiitmitmmtum
1380 i MATRIX ARITHMETIC
1390 ititiMiimttsmttittm
1400 ;
1410 ISNALF = $8113
I17A PUDCDT - .70
2000 BNE NTEXP2
2580
LDY DFACN
JiTA rupccr . tn
itou wnrtoti - if A
"IA I A irri * Ar"r ( r~ i i • i r y It* i x
2010 JSR IAEF1 jEVAL. EXP. IN ( )
2590
JSR IBBD4
tun UhAxrt yno a .madtadic uaupp
IWI VKHntl ,IUK 0 {VARIABLE NAMES
2020 LDA I0D {CHECK NUMERIC
2600
LDA 11 {SET TYPE FLA6 TO CONST
STA VTYPE3
liSfl UTVPC1 DVT A
M3V VI Trtl ,BYI 0
2030 BNE TYHISE
2610
1460 VNAHE2 .NOR 0
ft A | A 1 P\ Li 1 j p i akj . - ^ fm m m Mm r\ rv « mt i
2040 LDX KFACH {FACI1 TO FACH
2620
JSR CHRG0T ; END OF STATEMENT ?
I17A LrYVKI OVT ft
M/M Vlirtz .BYT 0
HAP A 1 f,tl | \ f A Au
2050 LDY DFACN
2630
BEQ D0HAT
1 iPfl UUAHCT HAD ft
MOU VHAnto .WOK 0
2060 JSR $BBD4
2640
SYNTE JHP IAF08 {SYNTAX
NTEXP3 JSR ISNALF {GET ARRAY NAHE
BCC SYNTE {SYNTAX ERROR
STA VNAHE3
liQfl UTVDCT DVT ft
2070 LDX 11 ; SET TYPE FLAG TO CONST
2650
1 1AA CAm * — lit ■ Tryn n nAYTiir pti"i«p
13UU r-flin 1 - 1+5 J TEflP FLOATING STORE
2080 STX VTYPE2
2660
HIA C/ift • _ iiC . trim n nATlkir nnnr
1310 Mil I s I*5 ;TtHP FLOATING STORE
2090 JHP CHKOP
2670
UGT7CI UDD A > ADD/ V DTTCC
I3^v Vbutl ,H0K 0 {ARRAY SUES
2100 NTEXP2 JSR ISNALF {6ET NAHE
2680
JSR CHRGET
11TA UCfTCI UAD a
13wU Vbutu ."UK 0
2110 BCS CH0K2 {CHECK LEGAL
2690
BEQ D0HAT ; : OR END OF LINE
i CIA iicr >r! unn a
1340 VSIZE3 .NOR 0
2120 JHP IAF0B {SYNTAX
7700
BCC CH0K3
(CCA ADTunr rut a. .nnrnnun Yunr
1330 OPTYPE .BYT 0 | OPERAND TYPE
2130 CH0K2 STA VNAHE2
2710
JSR ISNALF
ISAfl UPTD1 b tPR
1JOV Vrlnl * 9t0
li aa icq pnnrPT .ppt pppnun piiAn
2140 JSR CHRbET }6ET SECOND CHAR
2720
BCC EDVNA3
UPTR9 - 4PH
oiia dpp PunviA . uiiunrn n
2130 BCC CH0K2A jNUHBER ?
2730
CH0K3 STA VNAHE3+1
it in ipd tpuai r
2160 JSR ISNALF
2740
LNE3 JSR CHRGET
ISQA UCTT1 UDD ft
H 7A DPP rmiUAi . purpif rnn m 1
2170 BCC EDVNA2 {CHECK FOR • I
2750
BEQ D0NAT
lAAfi UQTT1 yAD ft
low vai . i .kuk o
1 1 OA PUHL'IA PTA IIUAUPIi.
2180 CH0K2A STA VNAHE2*!
2760
BCC LNE3
1A1A UCTT7 UAD ft
IQlv Vol 1 j .RUK U
2190 LNE2 JSR CHRGET {SCAN TO END
2770
JSR ISNALF
tA?A ti yno ft
lo£v 11 .RUK 0
M AA A A A A\ i hj p n r\ m— < ■ * m, m. - _ ^ ^
2200 BCC LNE2 {OF VARIABLE NAHE
ft ^ A A
2780
BCS LNE3
1AT.A T7 UAD A
loiv \l .WOK 0
2210 JSR ISNALF
2790
EDVNA3 CMP I'f ; IS IT A STRING
lAifl •
1G7U |
^AAa AAA i ur fc
2220 BCS LNE2
AAAA
2800
Alll" M A T Pi T
BNE NSTR3
t A e ■1 •
xOJv |
2230 EDVNA2 CHP | f | {CHECK FOR '$'
A A 1 A
2810
i n w ■ AA
LDX 122
IAAA •
I 00 V |
2240 BNE NSTR2
AAAA
2820
JHP IA437
io/v phi ain vnHntl jut! rlKbl flKKflj
' ' tl A 1 A W Am A^\ L | p\ mm _^ — _ . m _ ^
2250 LDX t22 ; TYPE MISMATCH
2830
NSTR3 CHP I'X ;IS IT INTEGER
2260 JHP IA437
inin
2840
BNE NTINT3
iaqa ore runt ■ i ccai
loYU Bib IHUK ; LtoAL
AH7A 1 1 A T ft ft U ft B \ I, mm. m. t mm K - - ^_
2270 NSTR2 CHP I'l {CHECK IF INTE6ER
2850
lAf'ft -a iff i "1
DEC VTYPE3
1 TAA mo aAmn puiitam
1/00 JHP IAF0B i SYNTAX
AAAA P\ t t P* A i il ' n n
2280 BNE CHKOP
ft ft f A
2860
JSR CHRGET {NEXT CHAR
1710 CHQK LDA 10
2290 JSR CHR6ET
2870
BEQ D0MAT
1720 STA VNAHEl+1
2300 DEC VTYPE2 ;SET INTE6ER FLAG
2880
NTINT3 JHP IAF08 {SYNTAX
1 77A C T A IIMAUPHil
I /JO STA VNANE2+1
ft^ j A ftlilf#\ft t n It mm.
2310 CHKOP LDX 10 {CHECK OPERAND TYPE
2890
D0HAT LDA VTYPEI {FIND ARRAY 1
1 7 J A PTA IIUAUPY i 1
1/40 STA VNAHE3+1
*i7A A ft^b ft ft T \ r mm
2320 STX 0PTYPE
2900
BEQ VI REAL
1 7BA PTA IITl/nPt
1/30 SIR VTYPEI
■ 77 A 7 ft ft ft 1 1 n m* tT\ mr —j . . fc • a ^ l <
2330 JSR CHR60T j END STATEMENT ?
2910
LDA 1128 {SET HI BITS ARRAY NAME
171 A PTA iitunrn
1/60 STA VTYPE2
2340 BNE NASSIG
2920
0RA VNAHE1
1 77A PTA iifunpi
1770 STA VTYPE3
2350 JHP D0HAT
2930
STA VNAME1
1 7QA 7 rn Pdnppr
1/80 JSR CHRGET
2360 NASSI6 INC OPTYPE
2940
LDA 1128
non npp pmpui
17t0 BCC CH0K1
"7** A U f\ ■ _ ■ m m\ . mm mm mmm mm mm
2370 CHP If AA {CHECK FOR ADD +
2950
0RA VNAHEU1
1 OAA IPO TPUAI P
loOO JbR 1SNALF
A7fiA Af*A rr Tin
2380 BE0 GETV3
AA t A
2960
ft T L 1 1 II A Uft m ■
STA VNAHE1+1
1810 BCC EDVNA1 ; GO CHECK FDR Z $ =
2390 INC OPTYPE
2970
VlREAL JSR FINDAR {FIND ARRAY ADDR
1 Q1A rUfl* ( PTA I in » itr a • .
lozO CH0KI STA VNAnEl*!
A J A A AW A A a A ft ft 1 1 P" ft 1 1 m- t-K « a i . _
2400 CHP IIAB {CHECK FOR SUB -
rift ft A
2980
m\mm l ■ ||t | _. g—
STX VSIZEI
tQTA 1 UP IPn PlinPrT ""In r\* n.-r prn<
1830 LNE JSR CHR6ET ; SCAN PAST REST
2410 BEQ GETV3
2990
ft V 1 1 llA | IP i
STY VSIZEl+l
1 D1A DPP i UP . »r M'n mu-
1840 BCC LNE ;QF VflR NAHE
2420 INC OPTYPE
«< A A
3000
LDA VPTR1 {STORE IT
IOCA 1PQ tpuai r
1830 JSR ISNALF
2430 CHP MAC {CHECK FOR HULT t
3010
STA VSTT1
I AAA DPC 1 yc
1060 Bib LKt
liin npn rrnn
2440 BED 6ETV3
*f A A A
3020
i pi a liftVfti i
LDA VPTRl+1
IOTA rnillip f n ■ nur^if ^nn
1870 EDvNAl CNP |'| ;CHECK FOR STRIN6
2450 JHP IAF08 {SYNTAX
3030
STA VSTT1+I
1 QOA nup iirrni
1880 BNE NSTR1
*l J / A r r T 1 1 7 * ft ft ft - aK ■ mm mm
2460 GETV3 JSR CHRGET
3040
LDA VTYPE2
1QOA TVMTCC 1 I\V 111
1BY0 ITnlbt LD* 122
2470 CHP IM {CHECK FOR ( EXP )
•f AP A
3050
CHP 11
1V00 JHP IA437 {TYPE MISMATCH
n j n * ft 1 1 r" bit f mt & ■■
2480 BNE NTEXP3
3060
BEQ 6AR3 {EXPRESSION
i O i a uPTn i pun a ■ u
1YI0 NSTR1 CAP I'X
2490 LDA VTYPE2 {CHECK TYPE2 FOR
3070
LDA VTYPE2 {SET UP ARRAY NAHE 2
1920 BNE NTINTI {NOT INTEGER ARRAY
2500 CHP 11 ;BEIN6 CONSTANT
3080
AND If 80 ;F0R SEARCH ROUTINE
IOTA HCr lITVOCl .PPT Tunr Pi "r -n >p>
1YJU utL VTYPtl {SET TYPE FLAG TO IFF
2510 BNE BEXP0K
3090
STA Tl
1940 JSR CHRGET ; GET NEXT CHAR
2520 JHP IAF08 : SYNTAX
3100
v ■ v v
DRA VNAHF7
1950 NTINTI CNP t$B2 ; TOKEN FOR =
2530 BEXPOK JSR IAEF1 jEVAL EXP
3110
STA VNAME1
I960 BE Q F0E0
2540 LDA I0D
3120
LDA VNAHE2+1
1970 JMP IAF0B {SYNTAX NOT =
2550 BEQ NUH0K
3130
0RA Tl .
1980 FOEO JSR CHRGET
2560 JHP TYHISE (TYPE HISHATCH
3140
STA VNAHE1+I ►
1990 CAP IM {CHECK FOR ( EXP. )
2570 NUH0K LDX KFACH :FACI1 TO FACH
3150
JSR FINDAR ;FIND ADDRESS ARRAY 2
Programming
The MAT command will
only accept arrays of 1 or 2
dimensions, of only numeric
type and with not more than
255 elements in either
dimension.
Errors: Syntax error - when the
expression is not in brackets or
an illegal operator is used.
Type mismatch - for string
arrays
Bad subscript - for arrays of
incorrect size etc.
Use; High speed matrix arith-
metic is approximately eight
times faster than an equivalent
Basic subroutine. Using this
command also saves the use ot
nested FOR . . . NEXT loops, and
thereby reduces the chances of
an out of memory error due to
the stack being full. As most
versions of Basic on mainframe
computers have full matrix
arithmetic this subset of the full
MAT command will be useful
in converting programs to run
on the C64. Matrix arithmetic is
often used in programs
handling large amounts of
numbers in linear equations.
The routine uses the simple
convention that a matrix of size
a ^ b will be stored in an array
dimensioned by DIM A(a-1, b-
1). This means that a routine to
read a 5 * 2 matrix from data
statements would be:
DIM A(4,t)
FOR I = 0 TO 4
FOR J = 0 TO 1
READ A(IJ)
NEXT J, I
DATA 0,4
DATA 3,5
DATA -5,3.45
DATA 1,1
DATA .4, -4
To print an array use a routine
like:
FOR I ~ 0 TO
FOR | = 0 TO
PRINT A(I,J),
NEXT J
PRINT
NEXT I
The matrix multiplication is
equivalent to: For matrix sizes
(a x c) = (a x b) * (b x c).
DIM A(a-1, c-1), B(a-1, b-1).
c(b-l.c-l)
MAT A = B * C
is the same as but faster than :
FOR I = 0 TO a-1
FOR J = 0 TO c-1
T = 0
FOR K = 0 TO b-1
T = T + B(J,K) •C(K,I)
NEXT K
A(J.l) = T
NEXT J
NEXT I
3160
3170
3180
3190
3200
3210
3220
3230
3240
3250
3260
3270
32BO
3290
3300
3310
3320
3330
3340
3350
3360
3370
3380
3390
3400
3410
3420
3430
3440
3450
3460
3470
3480
3490
3500
3510
3520
3530
3540
3550
3560
STI VSIZE2
STY VSIZE2+1
LDA VPTR1
STA VSTT2
LDA VPTRi+l
STA VSTT2+1
6AR3 LDA QPTYPE ; ARRAY 3
BEQ D0HATA ;N0 ARRAY 3
LDA VTYPE3
IT A CONSTANT
; YES
IS ARRAY 3 INTEGER
CHP tl ; IS
BEQ D0HATA
AND 1180 ;
STA Tl
LDA VNAHE3
0RA Tl
STA VNAHE1
LDA VNAHE3+1
0RA Tl
STA VNAHE1+1
JSR FINDAR ; FIND ARRAY 3
STJE VSIZE3
STY VSIZE3+1
LDA VPTR1
STA VSTT3
LDA VPTR1+1
STA VSTT3+1
D0HATA LDA 0PTYPE ;SET A JUMP
ASL A ;F0R OPERATION
TAX
LDA OPJTAB.X
STA 0PJHP
LDA 0PJTAB+1.X
STA 0PJHP+1
JHP (0PJHP)
■
0PJMP .NOR 0 ;JUHP VECTOR
OP J TAG .H0R ASS6N ; JUMP TABLE
. NCR ADDSUB
.NOR ADDSUB
.NOR HULT
; ttt HAT AA « C
3570
3580
3590
3600
3610
3620
3630
3640
3650
3660
3670
3680
3690
3700
3710
3720
3730
3740
3750
3760
3770
3780
3790
3800
3810
3820
VECTOR 3830
3840
3850
3860
3870
3B80
3890
3900
3910
3920
3930
3940
3950
3960
3970
: ARRAY CONSTANT
ASS6N LDA II
CHP VTYPE2
BEQ ASSIC
JHP ASARAR
ASSIC LDX 15
LDA VTYPEI
BEQ ASSR1
LDA KFACH ;FACH TO FACI1
LDY DFACH
JSR IBBA2
JSR IB1BF ; FLOAT TO FIXED
LDA $64 jSTQRE INT IN FACH
STA FACH
LDA $65
STA FACH+1
LDX 12
ASSR1 STX VTYPE2 ;ST0RE ELEHENT LENGTHEN
LDA 10 jCALC NUMBER OF ELEHENTS *150
STA Nl+i 4160
STA N2+1 4170
LDA VSIZE1 4180
STA Nl 4190
LDA VSIZE1+1 4200
STA N2 4210
JSR HHULT ; RESULT =N1 I N2 4220
JSR TRPT1 ;C0PY POINTER TO ZERO PA6E 4230
LDY 10 4240
ASL00P LDX 10 ;FACM TO ARRAY 4250
3980
3990
4000
4010
4020
4030
4040
4050
4060
4070
4080
4090
4100
4110
4120
4130
0RA RESULT*]
8NE ASL00P
RTS
ASARAR
ASL0P LDA FACH.X
STA (VPTRlt,Y
INX
INC VPTR1
BNE ASNC
INC VPTR1+1
ASNC CPX VTYPE2
BNE ASL0P
LDA RESULT
BNE ASNC9
DEC RESULT* 1
ASNC9 DEC RESULT
LDA RESULT
ARRAY FILLED ?
4260
4270
4280
4290
4300
4310
4320
4330
4340
4350
4360
4370
4380
LDX 15 ;SET VAR LENGTH
LDA VTYPEI
BEQ ASR1R
LDX 12
ASR1R STX VTYPEI
LDX 15
LDA VTYPE2
BEQ ASR2R
LDX 12
ASR2R STX VTYPE2
LDA VSIZE1 ; COMPARE ARRAY SIZES
CMP VSIZE2
BEQ ASRS0K
ASRSUB LDX M12 ; BAD SUBSCRIPT ERROR
JHP IA437
ASRS0K LDA VSIZE1+1
CHP VSIZE2+1
BNE ASRSUB ; ERROR
LDA VTYPEI ; ARRAYS SAHE TYPE ?
CHP VTYPE2
BNE ASRIR ;N0
LDA 10 jCALC SIZE OF ARRAYS
STA Nl+1
STA N2+1
LDA VSIZE1
STA Nl
LDA VSIZE1+I
STA N2
JSR HHULT
LDA RESULT
STA Nl
LDA RESULT* 1
STA Nl+1
LDA VTYPEI
STA N2
LDA tO k
STA N2+1 W
4390
4400
4410
4420
4430
4440
4430
4460
4470
4480
4490
4500
4510
4520
4530
4540
4550
4560
4570
4580
4590
4600
4610
4620
4630
4640
4650
4660
4670
4680
4690
4700
4710
4720
4730
4740
4750
4760
4770
4780
4790
4800
4810
4B20
4B30
4840
4850
4860
4870
4880
4890
4900
4910
4920
4930
4940
4950
4960
JSR MULT
JSR TRPT2 ;SET POINTERS TO ARRAYS
LDY 10
ASSTLO LDA (VPTR2) , Y {BLOCK HOVE OF
STA (VPTRU.Y {LENGTH IN RESULT
INC VPTR1
BNE ASSTN1
INC VPTRHl
ASSTN1 INC VPTR2
BNE ASSTN2
INC VPTR2+1
ASSTN2 LDA RESULT
BNE ASSTN3
DEC RESULH1
ASSTN3 DEC RESULT
LDA RESULT
ORA RESULT* 1
BNE ASSTLO
RTS
ASRIR LDA 10
STA NHI
STA N2+1
LDA VSIZE1
STA Nl jCALC NUMBER OF ELEMENTS
LDA VSIZEU1
STA N2
JSR HHULT
JSR TRPT2
ASRLOP LDY 10
LDX 10 i ARRAY ELEMENT TO FACH
ASRLP1 LDA ( VPTR2) , Y
STA FACH.X
INC VPTR2
BNE ASRNC2
INC VPTR2*!
ASRNC2 Ml
CPX VTYPE2
BNE ASRLP1
CPX 15
BNE ASRITR
LDA KFACH
; FACH TO FACH
LDY t>FACH
JSR SBBA2
JSR IB1BF ;
FLOAT TO FIXED
LDA $64
STA FACH
LDA 165
STA FACH+1
JHP ASRTH ;
FACH TO ARRAY
ASRITR LDA FACH
LDY FACH+I
JSR $8391 ; FIXED Tfl FLOAT
LDX KFACH {FACtl TO FACH
LDY DFACH
JSR SBBD4
ASRTH LDY 10
LDX 10
ASRTH I LDA FACH.X
4970 STA (VPTRD.Y
5550
LDA
(VPTRD.Y
4980 INX
5560
CHP 13
4990 INC VPTR1
5570
BHI FANDOK
r~ AAA riii - i A A lift |
5000 BNE ASRNC1
5580
FAE1 LDX t$12 {ERROR HORE THAN 2 DII
5010 INC VPTRHl
5590
JHP $A437
5020 ASRNC1 CPX VTYPE1
5600
FANDOK TAX
5030 BNE ASRTH!
5610
TUV
INT
5040 LDA RESULT
5620
1 Tit
f UPTOI \ V
IVr Inl ) | I
5050 BNE ASRTH3
5630
Due
BNt
rAtl {FIRST DIH TOO BIB
5060 DEC RESULT* 1
5640
TUV
INT
5070 ASRTH3 DEC RESULT
5650
I IIOTD 11 V
t VPTRI) ,T
5080 LDA RESULT
5660
Tl
11
5090 ORA RESULT* 1
5670
1 AN
5100 BEQ ASREXT
5680
- - '
5110 JHP ASRLOP
5690
PflFY * HUP ATM flPPflV
5120 ASREXT RTS
5700
TMV
5130 ;
5710
i no
tUPTPU V
5140 i FIND ARRAY
5720
put"
one
PflFi ■ -c~nwn him Tnn Die
5150 PINDAR LDA $2F ; START OF ARRAYS
5730
TNY
5160 STA VPTR1
5740
i nA
(VPTRI 1 V
5170 LDA $30
5750
d 1 n
THl
5180 STA VPTRHl
5760
FAEX
INY
5190 FALOOP LDA VPTRi ;CHP. END OF ARRAYS
5770
TYA
5200 CHP $31
5780
CLC
— n. . r rt x r- k flilll V
5210 BNE FACONT
5790
ADC
VPTR1
5220 LDA VPTRHl
5800
STA
VPTR1
5230 CHP $32
5810
LDA
VPTRHl
5240 BNE FACONT
5820
ADC
to
5250 LDX I$12 ; BAD SUBSCRIPT ERROR
5830
STA
VPTRHl
5260 JSR $A437
5840
LDX
Tl
5270 FACONT LDY 10
5850
LDY
THl
5280 LDA (VPTRD.Y ;FIRST CHAR OF NAHE
5860
RTS
5290 I NY
5870
i
5300 CHP VNAHE1
5680
ADDSUB JSR ORDER {PUT CONST LAST
5310 BNE FANAR {TRY NEXT ARRAY
5890
LDA
VSIZE1 ; CHECK ARRAY SIZES
5320 LDA (VPTRD.Y
5900
STA
Nl
5330 CHP VNAHEH1
5910
CHP
VSIZE2
5340 BEQ FA6ETS ; GET ARRAY DATA
5920
BNE
ADBADS
5350 FANAR INY [FIND NEXT ARRAY
5930
LDA
VSIZEH1
5360 LDA (VPTRD.Y
5940
STA
N2
5370 STA TI
5950
CHP
VSIZE2+1
5380 INY
5960
BNE
ADBADS
5390 LDA (VPTRD.Y
5970
LDA
VTYPE2 ;V2 CONSTANT ?
5400 CLC
5980
CHP
11
5410 ADC VPTRHl
5990
BEQ
ABSC
5420 STA VPTRI+1
6000
LDA
VSIZE2 ;V3 IS ARRAY
5430 LDA Tl
6010
CHP
VSIZE3
5440 CLC
6020
BNE
ADBADS
5450 ADC VPTR1
6030
LDA
VSIZE2M
5460 STA VPTR1
6040
CHP
VSIZE3+1
5470 BCC FANC
6050
BEQ
ABSC
5480 INC VPTRHl
6060
ADBADS LDX «$12 ; BAD SUBSCRIPT
•* A A A P (.ill m u A xj m m
5490 FANC JHP FALOOP
6070
JHP $A437
5500 FA6ETS LDA 11 ; 6ET ARRAY DATA
6080
ABSC JSR TRPT3 {COPY POINTER TO I PAH
5510 STA THl
6090
LDA 10 {CALC NO. OF ELEHENTS
5520 INY
6100
STA NHI
5530 INY
6110
STA N2+1
5540 INY
6120
JSR HHULT
Programming
6130
6140
6150
6160
6170
6180
6190
6200
6210
6220
6230
6240
6250
6260
6270
6280
6290
6300
6310
6320
6330
6340
6350
6360
6370
6380
6390
6400
6410
6420
6430
6440
64S0
6460
6470
6480
6490
6500
6510
6520
6530
6540
6550
6560
6570
6580
6590
6600
6610
6620
6630
6640
6650
6660
6670
6680
6690
ABSLOP JSR V2T0T2 {V2 TO (T2)
JSR V3T0F1 ;V2 TO FACI1
LDA T2
LDY T2+1
LDX OPTYPE
CPX 11
BNE DOSUB
JSR SB867 ; (A.Y) ♦ FfiCtl
MP ABFA
DOSUB CPX 12
BNE DOHULT
JSR IB850 ;(A.Y>-FACU
JflP ABFA
DOHULT JSR SBA2B ;(A.Y) t FACtl
ABFA JSR F1TOV1 ;FACI1 TO VI
LDA RESULT j CHECK ALL DONE
BNE ABNC
DEC RESULT+1
ABNC DEC RESULT.
LDA RESULT
ORA RESULT+1
BNE ABSLOP
RTS
ORDER LDA VTYPE3 ;V2 CONST
CHP II
BNE ADV2NC
LDA VTYPE2 ; SNOT V2 & V3
STA VTYPE3
LDA VSIZE2
STA VSIZE3
LDA VSIZE2+1
STA VSIZE3+1
LDA VSTT2
STA VSTT3
LDA VSTT2+I
STA VSTT3+1
LDA 11
STA VTYPE2
ADV2NC RTS
i
TRPT3 LDA VSTT3 ; COPY POINTERS TO
STA VPTR3 {ZERO PA6E
LDA VSTT3+1
STA VPTR3+1
TRPT2 LDA VSTT2
STA VPTR2
LDA VSTT2+1
STA VPTR2+1
TRPT1 LDA VSTT1
STA VPTRI
LDA VSTT1+1
STA VPTRU1
RTS
V2TQT2 LDA VTYPE2 ;V2 TO FACI2
BEQ V2RA
BHI V2INT
6710 LDA KFACH ; FACH TO FACI2
6720 LDY DFACH
6730 STA T2
6740 STY T2+1
6750 RTS
6760 V2RA LDA VPTR2 ;V2 TO FACI2
6770 LDY VPTR2+1
6780 STA T2
6790 STY T2+1
6800 LOA 15
6B10 V2BPT CLC {BUHP VPTR2
6820 ADC VPTR2
6830 STA VPTR2
6840 LDA VPTR2+1
6850 ADC 10
6860 STA VPTR2M
6870 RTS
6880 V2INT LDY 10 {FIXED TO FLOAT
6890
6900
6910
6920
6930
6940
6950
6960
6970
6980
6990
7000
7010
7020
THEN FACH TO FACI2
LDA (VPTR21.Y
TAX
I NY
LDA (VPTR2),Y
TAY
TXA
JSR $B391 ;FIXED TO FLOAT
LDX KFACT {FACI1 TO FACT
STX T2
LDY OFACT
STY T2*l
JSR IBB04
LDA 12
BNE V2BPT ;60 BUHP VPTR2
7030 V3T0F1 LDA VTYPE3
7040 BNE V3INT
LDA VPTR3 ;V3 TO FACtl
LDY VPTR3+I
JSR IBBA2
LDA IS
7050
7060
7070
7080
7090 V3BPT CLC ; BUHP VPTR3
7100 ADC VPTR3
7110 STA VPTR3
7120 LDA VPTR3+1
7130 ADC 10
7140 STA VPTR3+1
7150 RTS
7160 V3INT LDY 10 jSET V3
7170 LDA (VPTR3),Y
7180 TAX
7190 INY
7200 LDA (VPTR3),Y
7210 TAY
7220 TXA
7230 JSR SB391 {FIXED TO FLOAT
7240 LDA 12
7250 BNE V3BPT ;60 BUHP VPTR3
7260 F1T0V1 LDA VTYPE1 ;FACI1 TO VI
7270 BNE VI INT
7280 LDX VPTR1
7290
7300
7310
7320
7330
7340
7350
7360
7370
7380
7390
7400
7410
7420
7430
7440
7450
7460
7470
7480
7490
7500
7510
7520
7530
7540
7550
7560
7570
7580
7590
7600
7610
7620
7630
7640
7650
7660
7670
7680
7690
7700
7710
7720
7730
7740
7750
7760
7770
7780
7790
7800
7810
7020
7830
7840
7850
7860
LDY VPTR1M
JSR IBBD4
LDA 15
V1BPT CLC ;BUHP VPTR1
ADC VPTRI
STA VPTRI
LDA VPTR1+1
ADC 10
STA VPTRI+1
RTS
V1INT JSR IB1BF ; FLOAT TO INT
LDY 10
LDA 164
STA (VPTRI) ( Y
LDA $65
INY
STA (VPTRll.Y
LDA 12
BNE V1BPT
I
HULT LDA VTYPE2 ; CHECK FDR NULT.
CHP II : ARRAY BY CONSTANT
BNE KERR
SADS JHP ADDSUB
HERR LDA VTYPE3
CHP II
BEQ SADS
LDA VSIZEI+1 ;CHECK ARRAY DIN.
CHP VSIZE2+1
BNE AAERR
LDA VSIZE1 {CHECK NOT SAHE ARRAYS
CHP VSIZE3
BNE AAERR
LDA VSIZE2
CHP VSIZE3+1
BNE AAERR
LDA VSTT1
CHP VSTT2
BNE NSARRO
LDA VSTTU1
CHP VSTT2M
BEQ AAERR
NSARRO LDA VSTT1
CHP VSTT3
BNE AASOK
LDA VSTT1+1
CHP VSTT3+1
BNE AASOK
AAERR LDX 1112 {BAD SUBSCRIPT ERROR
JHP IA437
AASOK JSR TRPT3 ;COPY POINTERS TO Z.
LDA 10
STA N1M
STA N2+I
LDA II
STA RON
STA NROH
STA COL
P.
E
7870
LDA 15 ;CflLC LENGTH OF V2 ROW
8180
JSR V3T0F1 [GET VI
8490
STA VPTR3+1
7880
LDX VTYPE2 i - 1 ELEMENT
8190
LDA T2
B500
INC COL
7890
BE9 AA2R
8200
LDY T2+1
8510
CLC
7900
LDA 12
8210
JSR $BA2B ;(A.Y) t FACI1
8520
LDA V2C0LP
7910
AA2R STA Nl
8220
LDA KFACH
8530
STA VPTR2
7920
STA Tl
8230
LDY t>FACH
8540
ADC Tl
7930
LDX VSIZE2+1
8240
JSR $B867 ; (A. Y) t FACtl
8550
STA V2C0LP
7940
DEI
8250
LDA RON
8560
LDA V2C0LP+1
7950
TXA
8260
CHP VSIZE2
8570
STA VPTR2+1
7960
STA N2
8270
BEO ENDCOL
8580
ADC 10
7970
JSR HHULT
8280
INC RON
8590
STA V2C0LP+1
7980
LDA RESULT [STORE IT IN LLV2
8290
LDX KFACH
8600
JHP AALOP
7990
STA LLV2
8300
LDY DFACH
£610
ENDRQN LDA NRON ; ALL RONS DONE ?
CHP VSIZE1
8000
LDA RESULT+1
8310
JSR SBBD4 ;FACI1 TO (X.Y)
B620
8010
STA LLV2+1
8320
LDA VPTR2 ; V2 PTR DONN 1 RON
8630
BNE NEAA
8020
AALOOP CLC ; MAIN LOOP
8330
CLC
8640
RTS i ALL DONE
NEAA LDA VPTR3
8030
LDA VSTT2 ;SET V2 COL. PTR. TO NEXT 8340
ADC LLV2
8650
8040
STA VPTR2
8350
STA VPTR2
B660
STA VSTT3
8050
ADC Tl ;COL OF V2
8360
LDA VPTR2+1
8670
LDA VPTR3+1
8060
STA V2C0LP
8370
ADC LLV2+1
8680
STA VSTT3+1
8070
LDA VSTT2+1
8380
STA VPTR2+1
8690
INC NRON
8080
STA VPTR2+1
8390
JHP AAHRC j GET NEXT 2 ELEHENTS
B700
LDA tl ; FIRST COL.
8090
ADC 10
8400 ENDCOL JSR F1T0V1 ;FACtl (SUN)
TO VI B710
STA COL
8100
STA V2C0LP+1
8410
LDA 11 j FIRST RON
8720
JHP AALOOP ;60 NEXT RON FIRST COL.
B110
AALOP LDA 10 ; ZERO RON COL TOTAL
8420
STA RON
8730
NRON .BYT 0
01 OA
81
STA FACH
8430
LDA COL
8740
RON .BYT 0
8130
STA FACH+1
8440
CHP VSTZE2+1
8750
COL .BYT 0
8140
STA FACH+2
8450
BEO ENDRDN
8760
LLV2 .NOR 0
8150
STA FACH+3
8460
LDA VSTT3 ;SETV2 PTR. TO START CURRENT 8770
V2C0LP .NOR 0
8160
STA FACH+4
8470
STA VPTR3 jRON
87B0
.END
8170
AAHRC JSR V2T0T2 [GET V2
B480
LDA VSTT3+1
■
SOR
1240
LDA #$00 [ARRAY NOT FOUND
1500
■
i
1250
JHP S0RT21
1510
S0RT05 LDY t$04
1000
SORT JSR 10079 ;6ET 1ST CHAR NAHE
1260
■
i
1520
LDA
($22), Y ;GET ARRAY DIMENSION
1010
STA CA ; STORE IT
1270
S0RT03 LDY t$00
1530
CHP «01
1020
JSR 10073 ;6ET 2ND CHAR
1280
LDA (122), Y
1540
BEQ S0RT06 [ONLY 1 DIMENSION
1030
PHP
1290
CHP CA ;NAHE CORRECT?
1550
LDA t$01 ; INCORRECT DIMENSION
1040
ORA H80 ;5ET HI6H BIT
1300
BNE S0RT04 [NO
1560
JHP S0RT21
1050
STA CB ; STORE IT
1310
I NY
1570
?
1060
PLP {NULL 2ND?
1320
LDA ($22), Y
1580
S0RT06 LDY t$05
1070
BEO SORTOO ;YES
1330
CHP CB
1590
LDA
($22) t Y [GET NUHBER OF ELEHENTS
1080
JSR $0073 iCHARGET FOR NEXT COMMAND 1340
BEO SORT05 ;YES
1600
STA
NOOFE+1
1090
JHP SORT01
1350
t
1610
INY
1100
SORTOO LDA t$80
1360
S0RT04 LDY t$02 [ADD LENGTH OF
ENTRY 1620
LDA
($22), Y
1110
STA CB
1370
LDA ($22), Y ; TO POINTER AND
1630
STA
NOOFE
1120
1380
STA TEMP ; CHECK NEXT
1640
LDA
NOOFE+1 [ENOUGH ELEHENTS?
1130
S0RT01 LDA $2F ; SET POINTER
1390
nr
1650
BNE
S0RT07 [YES
1140
STA *22 ; TO ARRAY
1400
LDA ($22), Y
1660
LDA
NOOFE
1150
LDA $2F+1
1410
STA TEHP+1
1670
CHP
H02
1160
STA $22*1
1420
CLC
1680
BCS
S0RT07 [YES
1170
1430
LDA $22
1690
LDA
t$02 [TOO FEN ELEHENTS
1180
S0RT02 LDA $22 ; END OF ARRAYS'
1440
ADC TEHP
1700
JHP
S0RT21
1190
CHP $2F+2
1450
STA $22
1710
■
1200
BNE 50RT03 jNO
1460
LDA $22+1
1720
S0RT07 LDA NOOFE [SET COUNTDONN
1210
LDA $22+1
1470
ADC TEHP+1
1730
STA NOOFC ; FOR NUHBER OF
1220
CHP $2F+3
1480
STA $22+1
1740
LDA NOOFE+1 ; MAIN SORT LOOPS
1230
BNE S0RT03 ;N0
1490
BCC S0RT02 jALNAYS
1750
STA NOOFC+1 ►
Programming
Routine entry point: S90AC
Routine operation: the MAT
routine uses the following
Basic ROM calls.
$AEF1 — Evaluate expression in
brackets
$BBD4 — FAC #1 to memory
(X,Y)
SBBA2 — Memory (X,Y) to
FAC#1
SB1BF — Float to fixed
$B391 — Fixed to float
$8867 — Memory {A.Y) +
FACtf 1 to FACfll
SBB50 — Memory (A.Y) —
FAC#1 to FAC #1
SBA28 — Memory (A.Y) •
FAC#1 to FAC#1
The routine for assignment
will, for speed, just perform a
block memory move if the two
arrays are both of the same type
e.g. both integer. The multiply
routine works in the same way
as the basic version above. It
calculates the address of the
next element required just by
adding a pre-calculated offset
for speed.
Readers are advised to
consult a standard mathematics
textbook for details of matrix
arithmetic.
SORT
Abbreviated entry: S(shift)0
Affected Basic abbreviations:
None
Token: Hex SEE, $18, Decimal
238,24
Modes: Direct and program
Recommended mode: Either
Purpose: To sort a string array
into alphabetically ascending
order.
Syntax: SORT string array name
- the string array name must be
1 or 2 bytes long, this being the
characters of the name
(without the $ character).
Errors: Syntax error - if no
name is specified.
Array not found - if the string
array specified does not exist.
Incorrect dimension - if the
string array specified has more
than one dimension.
Insufficient elements - if the
string array has only 1 element.
Use: SORT is a bubble sort
routine that will sort a string
array so that all of the strings in
the array can be read in
alphabetically ascending
order. For example: ,
2 NAME
3 BUBBLE
4 AFTER
5 READING
6 READ
NAME
READ
READING
SORT
TEST
A$<)
0 TEST
1 SORT
Afler SORT A
AFTER
BUBBLE
Routine entry point: $9D25
Routine operation: The array
name is first read in and stored
away in the Basic's format for
string arrays. The array storage
area is then scanned for that
array and if not found, the
message array not found is
displayed. If the array is found,
the number of dimensions is
checked and if there is more
than one dimension, the
message 'incorrect dimension'
will be displayed. If that is OK,
the dimension is checked and if
it is only one value the message
'insufficient elements' is
displayed. If all checks are OK
the array is then sorted.
1760
■
•
2130
INY
2500
STA ($24), Y
INY
1770
S0RT08 LDA MOO ; MAIN LOOP OF SORT
2140
LDA ($24). Y
9
2510
1780
STA FLABS ; RESET SNAP FLAG,
2150
STA $FD
2520
LDA $FD+1
1790
STA COUNT ; AND IL00P COUNT
2160
INY
lift
2530
STA ($24), Y
1800
STA C0UNT+1 .
2170
LDA ($24) ,Y
2540
INY
1810
DEC N00FC ; DECREASE 0LD0P COUNT
2180
STA $FD+1
2550
LDA LEN1
1820
LDA N00FC
2190
LDX LEN2 :LEN(STR7)sO?
2560
STA ($24) ,Y
INY
1830
CHP MFF
2200
BEQ S0RT17 : YES, DON'T SNAP
2570
1840
8NE S0RT09
2210
LDX LEN1 :LEN(STR11*0?
2580
LDA $FB
1850
DEC NQ0FC+1
7720
RFQ PORTIA • VFQ CHOP TNFH
2590
STA ($24), Y
1860
4
I
2230
LDY MOO
2600
INY
1870
S0RT09 LDA NQ0FC+1 ; END OF SORT?
2240
SORTt? LDA (SFR) Y • mHPARF 1PR
2610
LDA $FB+1
1880
BNE S0RT10 ;N0
2250
CHP ($FDJ,Y j NITH $FD
2620
STA ($24), Y
1890
LDA N00FC
2260
BEQ S0RT13 ; SAME
2630
LDA M01 ;FLAG SNAP
1900
BNE S0RT10 ;NQ
2270
BCC S0RT17 ;DIFFERENT, DON'T SNAP
2640
STA FLAGS
1910
RTS ; YES, DONE
2280
JHP S0RTI6 j DIFFERENT, SNAP
2650
i
1920
2290
•
2660 S0RT17 INC COUNT : INCREMENT INNER
1930
S0RT10 CLC ;SET $24 TO 122+7
2300
S0RT13 INY ;LENSTH=256?
2670
BNE S0RT18 ; LOOP COUNT
1940
LDA 122
2310
BEQ S0RT17 ; YES, DON'T SNAP
2680
INC COUNT+1
1950
ADC M07
2320
CPY LEN1 ; END OF STR1?
2690 S0RT18 LDA COUNT
1960
STA 124
2330
BCC S0RTI4 ;N0, CHECK STR2
2700
CHP N00FC ;D0NE?
1970
LDA 122+1
2340
BEQ S0RT15 ; YES
2710
BNE S0RT20 ;N0
1980
ADC MOO
2350
BCS SQRTI5 ; ALWAYS
2720
LDA C0UNT+1
1990
STA 124+1
2360
2730
CHP N00FC+1
2000
*
i
2370
S0RT14 CPv kiJ2 ; END OF STR2?
2740
BNE SORT20 ;N0
LDA FLAGS ;ANY SNAPS?
BEQ S0RT19 ;N0, END
2010
S0RT11 LDY MOO ; INNER LOOP
2380
BCC SDRT12 ;N0T YET
2750
2020
LDA ($24>,Y ; 6ET LENGTH, ADDRESS
2390
>
i
2760
2030
STA LEN1 ; OF 1ST STRIN6
2400
S0RT15 LDA LEN1 ;LEN1=LEN2?
2770
JHP S0RT08 ;D0 NEXT LOOP
2040
I NY
2410
CHP LEN2
2780 S0RT19 RTS ;ALL DONE
2050
LDA ($24), Y
2420
BEQ S0RT17 ;YES, DON'T SNAP
2790 S0RT20 CLC
2060
STA $F8
2430
BCC S0RT17 } N0, LENKLEN2
2800
2070
I NY
2440
2810
LDA $24 ; INCREASE POINTER BY 3
2080
LDA ($24 J , V
2450
S0RT16 LDY MOO ;SNAP, STR1=STR2
2820
ADC M03
2090
STA IFB+1
2460
LDA LEN2 ; AND VICE VERSA
2830
STA $24
2100
INY
2470
STA ($24), Y
2840
LDA $24+1
2110
LDA ($24), Y ;6ET LENGTH, ADDRESS
2480
INY -
2850
ADC MOO
2120
STA LEN2 ; OF 2ND STRIN6
2490
LDA $FD
2860
STA $24+1 ^
Programming
VARPTR
Abbreviated entry: V(shift)A
Affected Basic abbreviations:
VAL - VAL
Token: Hex $EE,$20, Decimal
238,32
Modes: Direct and program
Recommended mode: Either
Purpose: To return the address
in memory where a variable is
stored.
Syntax: VARPTR (variable
name) - the variable name
must be in ASCII characters.
Errors: Syntax error
Use: VARPTR can be used to
find the address in memory of
any variable, be it simple or an
element of an array. If the
variable is a string, the value
returned points to the length of
the string (the following two
bytes are the pointer to the
actual string) for example:
VARPTR (A$) will relurn the
entry address of A$.
To find the address of the
string: DEEK(VARPTR(A$)+1)
VARPTR (BB(12)) will relurn the
address of the twelfth element
of the array BB.
Routine entry point: $9FCA
Routine operation: On entry,
VARPTR scans past the opening
bracket and then finds the
variable (or creates it if it does
not exist). The closing bracket
is then scanned past and the
address of the variable is
?R7fl IMP C0BT11 inn iuucd i nno
zo/u jnr suHlil ;uu INNER LOOP
3020 .NOR STERR3
?RRf) •
CQQV |
3030 STERR1 .BYT '7ARRAY NOT FOUND', 100
9R9fi 3flPT?l flCl fl «CCUf\ COOflD MCCCACC
3040 STERR2 .BYT '? INCORRECT DIMENSION',
3050 STERR3 .BYT '71NSUFFICIENT ELEMENTS
(00
7900 TAV
*7UV In!
',$00
7910 1 U PflTNT v 'flnripccc nc bcccacc
3060 CA .BYT 0
5Q7A TA¥
TA^A f 1 TV I\1JT A
3070 CB .BYT 0
2930 INY
TnDn unnrr unn />
■>UdU Nuurc , NlUR 0
794(1 1 Tit Pf) TUT V
taaa iiflnrr i>aa n
3090 N00FC . UQR 0
*T3U TAI
3100 LEN1 .BYT 0
2960 TXA
3110 LEN2 .BYT 0
2970 JSR $AB1E i SEND IT
3120 COUNT .H0R 0
iTav i»nr »mo*. ,rntBi in...
3130 TEHP .NOR 0
7990 •
3140 FLAGS .BYT 0
3000 POINT unp QTPRRl
*»vv ruini i nun jIl"..
* 1 ca run
3150 .END
■
3010 NOR ^TFPC
1080 LDX VARP01 ;6ET POINTER
1
1000 VARPTR ,1QR sflPFfl . Qra w ' 1*
»vvv »nnrin Man ?ntrM ■ OLHni I
1 AO A 1 f\JI ii« An a j ■ j
1090 LDA VARP01M
tOlO 1QP CRflRP >CTIin UADTADI C
WIV Jan »0V0D }rlBU VHKlHDLt
1100 STX $63 ;SEND IT, STORE L0H BYTE
1020 STA VARP01 ;ST0RE POINTER OFF
1110 STA $62 ; STORE HIBYTE
1030 STY VAftPOl+1
1120 LDX l$9Q ; EXPONENT = $90
1040 JSR $AEF7 ;SCAN PAST ')'
1130 SEC
1050 LDA t$00 ; SET TYPE TO REAL NUMBER
1140 JHP $BC49 j FLOAT AND SEND
1060 STA I0D
1150 VARP01 .NOR 0
1070 STA $QE
1160 .END
■
converted to floating point
form.
Please use our machine
code entry program, to be
found elsewhere in this issue,
to enter this program.
Because of the size of this article it was impossible to
print the Basic Loader for the machine code. If you
would like a copy of the loader then please send a
large stamped self addressed envelope to
Better Basic Loader, Your Commodore, 1 Golden
Square. London W1R 3AB.
For help wifb Readingand Writing
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Advanced screen dump facililios
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PREPROGRAMMED FUNCTION
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COMFORTABLE EXTENDED ML
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-up td a value afil.500 ha* been
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Second Prize
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to combat boredom by the beach,
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WIZARD SOFTWARE (DEPT. A)
59 THE MARLES, EXMOUTH. DEVON EX8 4NE
COMMODORE 64 OWNERS
The Ultimate Reference Book
programming
the
COMWODOPE
Programming The Commodore 64 by
Raeto West
Comprehensive and readable teaching and
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Commodore's manual leaves oh. mu:h larger
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Top'cs include course in BASIC programming
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Best ol ail his books reduced reading 'or
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64s' Jec» Cohen
Programming The Commodore 64 IR West) £ 14.90 in UK/Eu>ope 6!Dpagcs
Bh «9\ paperback 17 chapters - anoendices ISBN 0 9507650 2 3
Published by love) Ltd "Computet Publications! P O Bo« 438. Mamostead
m5s& 3E$U!!k 9 3' > S' m * * ,h " Comm odo«e 64. Disk CB 90 hnc VATl
SB «S25 SnetsnSK** Ih# Com*"*™ M. T4DM £9 90 nnc
VAT. m9tp7N04 X Prog.amm.ng th. VIC (West) CO 90 602
pages SBN 0 9507650 I 5 "Packed *„h virtually alt ,„e -nto.mat.on vou
«1 „ JLl" tSSS « M*Vi£fcP2 h p " , «'»'nm.ng the PET CBM (West) £16 90
512 pages. ISBN O 9507650 0 7 Unquestionably the most
comprehensive ipterence » have f . m" Jim Butter tie Id
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Telephone: 01-278 3143
To: Micronet 800, 8 Herbal Hill, London EC1
Please send me a brochure on Micronet 800
Name
Address
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Age
Telephone No_
M icro
fC JAN 96
Jayne Goin had a heart to
P ERSONAL
heart with Commodore's new
PC-20 and didn't suffer
agonies.
FOR MOST PEOPLE IT 15 HARD TO
believe that it is only five short years since
the home computer revolution began
with the launch of Sir Clive Sinclair's ZX
range of computers. Since then
Commodore has become a household
name but the full title of the company,
Commodore Business Machines, belies its
roots as a major force which changed
attitudes towards computers in business
and paved the way for Sinclair.
Prior to the launch of CBM's PET range
of computers, business machines were
unwieldy beasts and very much the
preserve of the larger domestic and
multinational companies. The concept of
a computer on every desk was one which
Commodore made very much its own.
The advantage of the PET was that it
was a stand alone computer. Each
machine held sufficient memory to
enable an executive to perform many
tasks in the comfort of the office, when
previously he had to book time on the
mainframe machine.
Since these halcyon days Commodore
has seen many changes, including the loss
of its lead to IBM's range of personal
computers. IBM's domination has
reached such proportions now that this
company has become something of a
demi-god in business circles and the PC
has become a machine which has set the
standard for small professional
computers.
Obviously, Commodore has found the
loss of the lion's share in this area a bitter
pill to swallow but the launch of the PC-10
and the PC-20 heralds a new fighting
attitude.
This article is partially a review of the
PC-20 but because PC is a generic term it is
also a review of these systems as a whole.
The implication behind this is that the PC-
20 complies to the standard very closely
and is a worthy contender in the PC
stakes.
The heart of the new machine is the
8088 microprocessor which can be con-
sidered to be the 'executive' chip. This is
the decision maker ind prime mover like
a human executive within the business
world.
In the same way that an executive
increases his efficiency by having a
personal assistant to perform ihe routine
tasks of the day, the B088 is
complemented by an 8237A controller.
This chip can access memory directly and
can download the contents to a disk or
any other peripheral leaving the main
processor lo carry on its main function
without interruption. The result as far as
the user is concerned is that a program
can run continuously without having to
waste time waiting for the machine to
finish saving things to disk or typing data
out on a printer.
To take this analogy with business
organisations one stage further, the
executive needs to carry out calculations
during the working day. Some of these are
relatively simple and can be done by
mental arithmetic, but for others a
calculator must be employed. Not that the
executive is incapable of performing
these calculations himself, it's just that he
can save time this way.
In the PC, a similar situation occurs.
The 8088 can only calculate with whole
numbers, integers. Much of its work relies
on the use of numbers with decimal
places even if these are just pounds and
pence. In the early days PC software had
routines built in to overcome this
problem and much of the software
produced today is still structured this way.
Greater efficiency can be achieved by
giving the 8088 its own 'calculator' in the
form of an 8087 chip which can perform
floating point calculations.
This facility is catered for in the PC-20
and alongside the 8088 is an IC socket
which can house an 8087 as an optional
extra.
This multitasking organisation is the
basis of the PC, an executive with a PA and
a calculator, a mirror image of the real
world of efficient business.
The PC-20 incorporates this basic
structure In a well designed modular unit.
There are many variations which can be
chosen around this basic theme. Colour,
graphics and sound boards can be
plugged into sockets inside the main unit
for specialist applications, RS232 or
Centronic printers can be attached and
the basic twin disk configuration can be
extended to support four drives in all or
even two Winchester drives.
The standard machine has two disk
drives: a standard 5.25 inch 360K drive
and a lOM/byte hard disk. The inclusion
of the hard disk increases software
security and access because the most
commonly used programs can all be
transferred to this disk for ready use and
the saving in time and on wear and tear
which normal backup copies undergo
during a working day is one of the most
valuable facilities which the PC-20 has to
offer.
The PC is the closest thing to a 'soft'
machine which can be imagined.
Review
Obviously a resident 8K
ROM must be incorporated
to control initialisation of
the system and the loading of the system
disk but the choice of language is entirely
up to the user. MS-DOS is the PC standard
but the sytem disk also has an option to
use GWBASIC which is one of the most
user friendly Basics to date.
A full description of GW would stretch
this article throughout a whole issue of
Your Commodore so a mere taster is all I
can give. Apart from the usual commands
which form the building blocks of any
Microsoft implementation of Basic, there
are also the extended graphics commands
which are to be found in the new 128. with
the exclusion of sprites. Screen windows
can be created, the memory can be
structured to include machine code
routines which may be called from Basic
programs and related files on disk can be
linked by 'pathways' to make selection
easier (obviously an essential with such a
lot of disk memory around).
One of the strongest facilities of
the language is the SHELL command
which allows the program lo slip out of
the current Basic program and into
another program or MS-DOS routine and
then back again to where it left off.
One extra
facility is an integral error^
locator which is superb if the very strict
rules of syntax are observed (spaces
between commands are essential) but can
give strange results if you don't. Should
you, for example, omit a space between
the FOR in a loop and the variable, it is
quite probable that the indicator will flash
under the word TO, giving rise to
confusion. However, I will accept Micro-
soft's attitude that a PC programmer is not
generally a beginner but a true
professional and that such a rudimentary
error would be spotted. After all thereare
many other errors which are not so easily
noticed which this system can locate in
the twinkling of an eye.
For most users Basic is not a vital facility
because they are only interested in appli-
cation software, but the lime often comes
when a specific need arises which is not
covered by an existing software package
and such a valuable facility as this could
save money when these dire
situations arise.
The technical specifications of the
machine are initially modes! by PC
standards but this helps to keep the cost
down and the unit can be expanded from
a basic 256K green screen 80 * 24 text only
model up to a 640K RGB colour graphics
and sound systeem with a screen resolu-
tion of 720 * 350 pixels.
The keyboard is detachable,
connected to the main unit by a coiled
cable, and has 10 programmable function
keys and a full numeric keypad. The
power supply has an inbuilt fan which
keeps everything relatively cool during
operation, indicative of the attention of
detail which Commodore has maintained
despite the very modest price of £2795.
What Commodore has produced with
this 16-bit PC-20, is a low-cost, efficient
workstation which can draw on any of the
programs in the extensive PC library. No
doubt the gradual domination of IBM in
the business sector has caused
Commodore's executives to grind their
teeth in despair but, now that they appear
to have swallowed their pride and put
away their PET projects, the PC-20 will
give them a firm basis to build upon and
maybe one day topple the usurper from
the throne which was once their own.
E
More bits and pieces
to make you and your
computer work better
together.
E
HOW OFTEN DO YOU NEED
to poke a two byte number into
two memory locations? You
know the type t mean,
POKEing the start of Basic into
memory locations 43 and 44. As
you have no doubt found you
have to split the number into
two parts, its high value and low
value. This is because each
memory location can only hold
a number up to 255.
Splitting a number into its
high and low bytes is usually
done with a couple of program
lines such as
LOW = INT (NUMBER/256)
HIGH = NUMBER - INTfNUM-
BER/256)"256
This month Steve Mehew
provides us with a handy little
machine code routine that will
automatically split a number
into its two parts and POKE
them into the relevant
positions. You use the routine
by issuing the following
commands;
SYS 49295.A.B
where A is the address and B is
the number The number B is
dealt with in the proper
low/high order i.e. the low
byte is stored in address A and
the high byte is stored in
address A+1.
Included in the same Basic
loader is a routine that provides
the C64 with an INSTRING
function. The purpose of the
routine is to find the first
occurrence of a string within
another string. The starting
position of the string is then
returned in another variable.
To use the command you issue
the following command;
SYS 49152.AS.BS.C
where A$ is the main string, B$
is the string to be searched for
and C is the variable that will be
left holding the starting
position of the string, if B$ is
not present in A$. C will be left
holding zero.
As an example, if A$= "THIS
IS A TEST" and B$="IS" then C
would be left holding three, as
three is the starting position of
"IS" in the word "THIS".
Graham Orr, from Oswald-
twistle in Lanes, has sent in a
handy routine that will allow
you to change one type of
character on the screen for
another. For example you
could change all of ihe
character 'A's to 'B's. At first
glance this may not seem to be
all that useful but when you
remember that you can re-
define any of the C64's char-
acters the routine will come
into its own. You could for
example define the character
'A' as a same wheel, character B
could the be defined as the
same wheel but rotated
slightly. If you were then to
swap character 'A's for B's and
then back to 'A's you could
give the impression of
movement.
Now it's time for a small
confession, the gremlins
messed up Asmat Ullah's
PRINT AT program in our
November issue. The correct
version should be;
1 FOR x=828 TO 839:READ
Y:POKE X,Y:NEXT
2 DATA 32,235,183.164,20.24
32.240,255,76,157,170
To use this routine you simply
enter;
SYS(828)x.y;"MESSAGE"
and your message will appear
at the x,y position on the
screen.
Well, that's it for this month.
If you have any handy little
routines that may be of use to
other Commodore owners,
why not send them to Scratch-
pad, Your Commodore, No 1
Golden Square, London W1R
3AB?
100 REMSPC23' INSTRING' AND 520 DATA 2,56,229,158, 170,
'TWO BYTE POKE' 232,134,2,983
110 REMCSPC23 525 DATA 160.0, 162,0, 189,181,
192.209,1093
120 REH 530 DATA 34,240.7,232,228,2,
130 REH COPYRIGHT STEVE HEHE 208,244,1195
«, HAY, [985 535 DATA 240.44.132,159.134,
140 REM 251,166,158, 1284
540 DATA 224,1,240.18,202,
160 S=49152:CS=0:AD=CS 134,252,166,1237
170 FOR L=0 TO 22:LC=0 545 DATA 251.232,200.177,34,
180 FOR D=0 TO 7: READ B 221,181,192,1488
:P0KE S+AD,B 550 DATA 208,12.198,252,208,
190 AD=AD+1:CS=CS+B:LC=LC+B 243,166,251,1536
200 NEXT: READ B:CS=CS+B 555 DATA 232,138,208,12,240,
210 IF LCOB THEN 300 10.166,251,1257
220 NEXT: TF CS051434 THEN 4 560 DATA 164, 159,208,207.240,
00 205,169,0,1352
230 PRINT: PRINT "ALL DATA 565 DATA 72,32,253,174,32,
CORRECT. " : END 139,176,133,1011
300 PRINT: PRINT "DATA ERROR 570 DATA 73,132,74,165,13,
IN LINE'i50Q*Lt5 208,19,165,849
310 STOP 575 DATA 14,208.15,104,133,
400 PRINT: PRINT "SERIOUS DAT 99,169,0,742
A ERROR." 580 DATA 133.9B, 162. 144,32,
410 PRINT "ERROR IN DATA AND 68,188,76,901
LINE' 585 DATA 208, 187. 162.22, 10B,
420 PRINT "CHECKSUMS), OR 0,3,32,722
MAIN CHECKSUM 590 DATA 253,174,32,138,173,
430 STOP 32,247, 1B3, 1232
500 DATA 32.253,174,32,158, 595 DATA 165,20,133,251,165,
173,32,166,1020 21,133,252.1140
505 DATA 182,133,2,168,177, 600 DATA 32,253,174,32,138,
34, 153, 1B1, 1030 173.32,247,1081
510 DATA 192,136.16,248,32, 605 DATA 183.160,0,165,20,
253,174,32,1083 145,251.200,1124
515 DATA 15B, 173,32, 166, 182, 610 DATA 165.21,145,251,96.
133,158,165,1167 255,0,255, 1 168
!00 PRINT CHR$U47)
180 DATA 160,0,169,0,133,34,
:PRINT "TO USE ENTER THE
169
FOLLOWING POKES'
190 DATA 4,133,35,177,34,205,
110 PRINT:PRINT" POKE 49250,
98
SCREEN CODE OF CHARACTER
200 DATA 192,240,23,24,165,
T0CSPC131BE CHANGED'
34.105
120 PRINT: PRINT" POKE 49251,
210 DATA 1,133.34,144,240,
NEW CHARACTER"
165,35
130 PRINT: PRINT* SYS 49152
220 DATA 201,8,240.16,24,105,
,T0 HAKE THE CHANGE"
1
140 FOR T=49152 TO 49200
230 DATA 133,35,76.10,192,
150 READ A
173,99
160 POKE T.A
240 DATA 192,145,34,76,10,
170 NEXT
192,96
®r YOU CHOOSE
^THE ACTION IN
MERC
Mercenary - a unique combination of flight
simulation, adventure and arcade fun. You choose
the action.
There is complete freedom of movement in
a truly three-dimensional vector-graphic environ-
ment Graphics of exceptional speed create a
very realistic experience.
You'll never play the same game twice.
Random elements attempt to seal your fate.
Your interaction is crucial.
Mercenary presents an absorbing challenge
that you will accept again and again.
FROM PAUL WOAKES
AUTHOR OF ENCOUNTER!
/ / (-flLtt 1
m
'Pti
1
45*
n
'9.
Mi
s
1 H H
■
2
Allen Webb brings
you a High Resolution
Graphics Aid to make
your C64 mmore than
ever like an electronic
[pain tbrush.
IF YOU THOUGHT YOU WERE
in for an easy lime this month,
you're wrong. I want to
describe a machine code
package which will provide
you with 12 commands for the
manipulation of bit mapped
images. Whilst the commands
are designed to work in high
resolution mode, they will
function in multicolour mode.
The colour manipulation
routines will not, however,
work as expected.
Before you howl with
anguish, this is not just another
drawing package. Apart from a
single command for the
drawing of single points, there
are no line drawing or similar
commands. Before I spout
forth on the package, here is a
small tutorial which will explain
my reason for developing the
package.
In essence, there are three
basic means of creating
pictures on the C64.
1. You can use simple line,
circle and fill commands to
draw pictures. This is the
approach adopted by most
adventure writers and, in my
opinion, doesn't give parti-
cularly detailed results.
2 You can build up pictures
from redefined characters.
Since, without use of raster
interrupts, you are limited
to 256 characters, there are
limitations.
3 You can save pictures drawn
by a Koala Pad or similar
product and store them on
disk.
In this article I want to
describe a slightly different
method of creating pictures.
The idea is to set up shape
tables in memory and put them
on the high resolution screen
in a manner similar to the
potato prints used by children.
Using this approach it is
possible to create pictures
similar to those used in games
like iords of Midnight.
So what is a shape table?
Well it's a collection of designs
saved in memory which can be
copied to the high resolution
screen. The system I have used
is to mimic the C64's character
set. This, of course, is a shape
table where each entry is a
character design. Each shape is
a rectangle of complete eight
by eight pixels. The design of
each row is stored in sequence
giving eight bytes. Imagine a
square shape:
ABC
E F G
I J K
M N O
D
H
L
P
This is stored as:
ANCDEFGHIJKLMNOP
Any shape can be defined
by its start address, width {in
whole characters) and its
height (in whol« haracters). If
you wanted t define the
above example i i the character
ROM, Its start iddress would
be 53248, its width would be
four and its height four. Don't
try to use the character ROM
directly, I have provided the
means of copying the ROM to
RAM so that you can play about
with it.
In order to reduce the size
of the code - it's long enough
already - I've limited the
printing of shapes to the high
resolution screen to whole
character positions. This isn't
too much of a restriction
because:
1 The colour matrix is limited
to whole character positions
tn high resolution mode.
2 With careful design of
shapes and the mixing rules
provided, you can over-
come this limitation.
3 If you must have single pixel
positioning, you can mix
sprites with the picture-
By the way, the reason I've
stuck to high resolution mode
is that I prefer the detail that it
allows and with a bit of cunning
you can get decent colour
mixing.
So on with the commands.
I've summarised them in Table
1 with the syntax.
able 1
CommandName
—
5
6
8
9
10
n
12
SETUP
COLSET
TURNON
TEXT
POINT
CHANGECOL
AIR
ZONE
CHARS
PTOGGLE
COPY
SHAPE
Syntax
SYS SA.I.P
SYS SA+3.I.P
SYS SA+6
SYS SA+9
5YS SA+12,X,Y,F1
SYS SA+15.I.P
SYS SA+18,BX,BY,F1,DD,BS
SYS SA+21,XS,YS,XF,YF,F1
SYS SA+24.AD
SYS SA+27.F2
SYS SA+30,LN,F3,F4
SYS SA+33,SA,XS,YS,W1.
H1,F3,F4
Function
initialise screen
changes colours globally
turn on hi-res
turn on text screen
set point X,Y
change colours locally
airbrush
change zone
set character table
toggle paint mode
print a line of text
print a shape
Programming
In Table 1:
SA has the value 49152
X is the horizontal position of a
dot
Y is the vertical position of a dot
I is the ink colour and P the
paper colour
XS is the horizontal position of
the top left corner of a shape or
zone (0-319)
YS is the vertical position of the
top left corner of a shape or
zone (0-199)
XF is the horizontal position of
the bottom right corner of a
zone (0-319)
YF is the vertical position of the
bottom right corner of a zone
(0-399).
Wl is the width of a shape (1-32)
HI is the height of a shape (0-25)
BX is the horizontal position of
the top left corner of the
airbrush area (0-319)
BY is the vertical position of the
top left corner of the airbrush
area (0-399)
BS determines the air brush
size (0=small, 1=large)
DD specifies the number of
dots per air brush "squirt" (0-
255)
AD is the address of the
character set to be down
loaded: AD = 53248 for upper
case, AD = 552% for lower case
F1 determines how a dot ir
drawn:
0 clears a dot
1 sets a dot
2 flips a dot
3 changes the paper in the
character holding the dot but
does not plot a dot. This is
useful for painting a
background once the fore-
ground is finished.
F2 enables and disables the
updating of paper colours
when dots are drawn: 0
disables, 1 enables
F3 specifies how text and
shapes are printed: 0 is
overprint, 1 is Inclusive-OR, 2
is Exclusive-OR
F4 toggles text and shapes into
reverse field: 0 is normal, 1 is
reversed field.
Due to limitations of space,
I cannot give a detailed
description of the commands. I
hope the following summaries
will suffice.
Command 1 clears the high
resolution screen to the
required ink and paper values
and turns i( on. Command 2
changes the ink and paper
values over all the screen.
Commands 3 and 4 toggle
between text and high-res
screens without disturbing
their contents.
Command 5 changes a
specified point in a manner
determined by flag F1. The
colours will be updated if
commands 6 and 10 have been
used.
Command 7 draws a
random area of dots with the
airbrush. This is useful for
shading effects. Command 8
fills, inverts or clears a rect-
angular area of screen.
Command 10 toggles a flag
which determines whether the
ink and paper are updated by
any drawing command. If this
mode is disabled, you can
update the picture without
altering the colours.
Command 11 copies the top
line of the text screen to the
specified line on the high
resolution screen. The
character shapes are taken
from the character area. This is
the easiest way of printing text.
Command 12 puts a shape
on a specified area of screen.
You must specify the start
address of (he shape.
So you know where to save
your shape tables, here is the
memory map of the system:
$1000-$13E8 (1024-2023) — text
screen
$A000-$BF40 (40960-48960) —
high resolution bit map
$8C00-$8FE8 (35840-36840) —
colour matrix
SCAOO-SCEOO (51712-52736) —
character table
SC000-SC5D1 (49152-50641) —
machine code
This means that the safest
areas for shape tables are
$C5D2 to SC9FF (50642-51711)
and $8FE9-$9FFF (36841-40959).
This totals about SK and should
be sufficient for most purposes
{the demo uses only 424 bytes).
If you want to use sprites, I
recommend that you use the
area $8000 to S8C00. This is
sufficient for 48 sprites. The
sprite pointers occupy 36856 to
36863.
You should take care to
protect the top of RAM and
should use either of the
following lines at the
beginning of your program:
10 POKE 56,140: CLR
or if you use sprites:
10 POKE 56,128: CLR
Study the accompanying
demonstration program, this
uses many of the commands
and multicolour sprites. It
should give some hints on how
to use the program.
For those amongst you who
want to add drawing
commands to the package,
here are details of the dot
drawing routine:
X co-ordinate MSB into $0387
X co-ordinate LSB into $0386
Y co-ordinate into $0388
F1 value into $0389
Entry point $COCS
You may find the creation
of large shapes a little awkward.
I use Supersoft's Graphics
Designer for such work. Not
only is it the best character/
sprite designer I've used but it
also allows the creation of
shapes built up from up to 32
characters.
I hope you find this package
worth the toil of typing it in. I
believe you won't be
disappointed.
High Resolution Aid
1 DATA76 , 36 , 138,76, 17B , 132 , 76 , B8 , 132,76, 146 , 132 , 76 , 4B , 133 , 76 , 132 , 133,76,53
2 DATA 194 , 76 , 242 , 134,76, 170 , 135 , 76 , 7 , 136 , 76 , 16 , 136 , 76 , 166 , 136 , 32 , 43 , 134 , 165
3 DATA20, 141, 132,3,32,43, 134, 165,20, 141 , 133,3, 163, 160, 133, 163, 163,0, 133, 16B
4 DATA 162 , 64 , 32 , 120 , 132 , 163 , 140 , 133 , 169 , 163 , 0 , 133 , 168 , 173 , 132 ,3,10,10,10,10
5 DATA13, 133, 3, 162, 8, 32, 120, 132, 173, 2 ,221, 3, 3 ,141, 2, 221 ,173, 0,221, 41, 252 ,3
6 DATA1 , 141 , 0 , 221 , 173 , 17 , 20B , 3 , 32 , 141 , 17 , 20B , 163 , 57 , 141 , 24 , 208 , 36 , 160 , 127
7 DATA145, 168, 136, 16 , 251 , 72 , 24 , 165 , 16B , 105 , 12B , 133 , 16B , 163 , 0 , 101 , 163, 133, 163
8 DATA104, 202 ,208,231,36, 173,2,221,9,3, 141,2,221, 173,0,221,41,252,3,3,141
9 DATA0 1 221,173,17,20B,41,223,141,17 1 208,163,21,141,24,20B,36,32,43,134,165
10 DATA20, 141, 132, 3, 32, 43 ,134, 165, 20, 141 ,133, 3, 76, 65 ,132, 32, 163, 193 ,32 ,114
11 DATA 193 , 32 , 143 , 193 , 120 , 165 ,1,41, 254 , 133 , 1 , BB , 173, 134, 3, 41, 7, 141, 141, 3, 56
12 DATA163, 7, 237, 141,3, 141, 141,3,24, 169, 1, 174, 141,3,240,4, 10,202,208,252, 160
13 DATA0, 174, 137, 3, 240, 17, 224, 2, 240, 28, 17, 170, 145, 170, 120, 165, 1,9, 1,133,1
14 DATABB, 96, 73, 255, 43, 170, 145, 170, 120, 165, 1 ,9, 1 , 133, 1,BB,96, 141 , 160,3,49
15 DATA170, 141 , 159 , 3 , 240 , 6 , 173 , 160 , 3 , 76 , 1 1 , 133 , 173 , 160 , 3 , 76 , 254 , 132 , 32 , 43
16 DATA134, 165 ,20, 141 ,134, 3, 165, 21, 141, 135, 3, 32, 43, 134, 165, 20, 141, 136, 3, 141
17 DATA143, 3, 32, 43, 134, 165, 20, 141, 137, 3, 32, 212, 194, 173 ,137, 3, 201, 3, 240, 14
IB DATA76, 137, 192 , 163 , O , 6 , 252 , 6 , 251 , 101 , 252 , 133 , 252 , 36 , 32 , 163 , 133 , 32 , 1 14 , 193
19 DATA32, 149, 193,95, 173, 143,3,74,74,74, 170, 32, 129, 195,24, 163, 140, 101 ,254
20 DATA133, 254, 35, 32,43, 134,165,20,141,132,3,32,49, 194, 165,20,141, 133,3,96
21 DATA173, 232, 3, 240, 14, 173, 132, 3, 10, 10, 10, 10, 13 ,133, 3, 160, 0,145, 253, 96, 173
22 DATA136, 3, 74, 74, 74, 141, 13B, 3, 173, 135, 3, 74, 173, 134, 3, 106 ,74, 74, 141, 139, 3
E
Programming
53 DATA141, 139, 3, 173, 136, 3, 41, 7, 141, 140, 3, 173,136,3,133,251,169,0 133 252
24 DATA162, 6, 35, 93. 193, 205,208, 250, 165,252, 133, 171, 165, 251, 133,170 32 93 193
55 DATA32, 33,133, 24, 165, 251, 101, 170, 133, 170. 165, 252,101,171,133,171 169 6
26 DATA133, 252, 173, 139, 3, 133, 251, 32, 93, 193, 32, 93, 193, 32, 93, 193, 24, 165 251
27 DATA 101 , 170 , 133 , 170 , 165 , 555 , 101 , 171 , 133, 171 ,54, 173, 140, 3, 101 170, 133 170
5B DATA169, 0,101, 171, 133, 171, 24, 169, 0,101, 170, 133, 170, 169, 160, 101 171 133
59 DATA171, 96, 32, 253, 174 ,32, 138, 173, 32, 247 ,183, 96, 32 .49, 194, 165, 20 ,141 144
30 DAT A3 i 165 , 21 , 141 , 145 , 3 , 32 , 49 , 194 , 165 , 20 , 141 , 146 , 3 , 32 , 49 , 194 , 165 , 20 141
31 DATA137, 3, 32, 43, 134, 165, 20, 141, 148. 3, 32, 49, 134, 165,20, 141 ,143,3,32 197
32 DATA194,78,147,3,7B,147,3,7B,147,3,173,149,3,20B,3,78,147,3 24 173 144
33 DATA3, 109, 147, 3, 141, 134, 3, 173, 145, 3, 105, 0,141, 135, 3, 32.187, 134 , 78 147 3
34 DATA78, 147, 3 ,78, 147, 3, 173, 149, 3, 20B, 3, 7B, 147, 3, 24, 173, 146, 3, 109 ,147 3' 141
35 DATA136, 3 ,141 ,143 ,3, 32, 212, 134 ,32, 197, 192, 206, 148, 3, 208 .174,36,163 255
36 DATA141 , 14,212, 141, 15,212, 169, 12B, 141 , IB, 212, 169 ,129,141,24,212 173 27
37 DATA512, 141, 147, 3, 96, 173, 135, 3, 201, 200, 144, 5, 169,200,141,136,3,173 135
3B DATA3, 240, 12, 173, 134, 3, 201, 64, 144, 5, 169, 63, 141, 134, 3, 96. 32, 49, 194 ,165 20
39 DATA164,21,141, 150,3,140,151,3,32,49,194,165,20,141,152,3,32,49,194, 165
40 DATA20. 164, 51, 141, 153, 3, 140, 154, 3, 32, 49, 194, 165, 20, 141, 155, 3, 35, 49 194
41 DATA165, 20. 141 .137, 3, 173, 152, 3, 141 ,158,3,236, 155, 3, 238, 153, 3, 173, ISO 3
45 DATA172, 151,3,141,156,3,140.157,3,173,156,3,174,157.3,141, 134, 3 142 135
43 DATA3, 173. 158, 3, 141, 136, 3 ,141, 143, 3, 35, 197, 192, 24, 173, 156, 3, 105, 1,141 156
44 DAT A3 , 173, 157,3, 105 ,0,141, 157 , 3 , 173 , 156 , 3 , 205 , 153 , 3 , 20B , 207 ,173 157 3*205
45 DATA 154 , 3 , 208 , 199 , 238 , 158 , 3 , 173 , 158,3, 205 , 155 , 3 , 20B , 176 , 96 . 169 , 0 , 133 , 253
46 DATA133 , 254 , 224 , 0 , 240 ,16,24, 165 , 253 , 105 , 40 . 1 33 , 553 , 165 , 254 , 105 . 0 , 133 , 254
47 DATA202, 208, 240, 24, 165, 253. 109, 139, 3, 133, 253, 165, 254, 105, 0,133, 254, 96, 32
4B DATA49. 194 .165. 20, 164, 21, 133, 251 ,132, 252, 169, 0,133, 253, 169, 202, 133 254
43 DATA160, 0,173, 14, 220, 41, 254, 141, 14, 220, 120, 165, 1,41, 250, 133. 1,177, 251 145
50 DATA253, 24, 165. 251, 105, 1,133,251, 165,252, 105, 0,133, 252,24. 165, 253, 105 X
51 DATA 133 , 253 , 165 , 554 , 105 , 0 , 133 , 254 , 165 , 253 , 20B , 222 , 165 , 254 , 201 , 206 , 508 ,216
55 DATA120, 165. 1,9, 5, 133, l.BB, 173, 14, 550, 9. 1,141, 14, 550, 96, 32, 49, 194, 165, 50
53 DATA141, 232, 3, 36 ,32 ,43 ,134, 165, 20, 141 ,163, 3, 32, 43, 134 ,165, 20, 141, 160, 3
54 DATA32, 49, 194, 165, 20, 141, 171, 3 ,160, 0,140, 170, 3, 140, 166, 3, 172, 166, 3 185
55 DATAO, 4, 133, 163, 169, 0,133, 164, 6, 163, 38, 164, 6, 163, 38, 164,6,163,3b, 164, 24
56 DATA 165 , 164 , 105 , 202 , 133 , 164 , 173 , 169 , 3 , 141 , 152 , 3 , 173 , 170 , 3 , 141 , 150 . 3 , 169
57 DATA1, 141, 153, 3, 141, 155, 3, 32, 225, 196, 238, 166, 3, 173, 166, 3, -201, 40, 540 .6, 238
SB DATA170, 3, 76, 4B , 196, 96, 173, 164, 3, 141, 134, 3, 169, 0,141, 135, 3, 24, 14, 134, 3
59 DATA46 , 135, 3, 14, 134, 3, 46, 135, 3, 14, 134, 3, 46, 135, 3, 173, 13B.3.54, 10, 10, 10
60 0ATA141, 136, 3, 141, 143, 3, 35, 169, 193, 96, 32, 49, 194. 165, 20, 164, 21, 133, 163, 132
61 DATA164, 32, 49, 194, 165, 20, 141, 150, 3, 32, 49, 194, 165, 20, 141, 152. 3. 32, 49, 194
65 DATA165, 20, 141, 153, 3, 32, 49, M4, 165, 2©, 141 ,155 ,3, 32, 49, 194, 165, 20, 141,160
63 DATA3, 32, 49, 194, 165, 20, 141, 171, 3, 32, 125, 197, 14, 153, 3, 14, 153, 3, 14, 153, 3
64 DATA169 ,0, 141 , 149, 3, 173 ,150, 3, 172, 152, 3, 141, 164, 3, 140, 13B.3.32, 119 196
65 DATA 160 , 0 , 120 , 165, 1,41, 254 , 133 , 1 , BB , 32 , 70 , 197 , 120 , 165 , 1 , 9 , 1 , 133 , 1 , 8B , 200
66 DATA204, 153, 3, 50B, 231, 23B, 149, 3, 173, 149, 3, 205, 155, 3, 240, 30. 54. 165 ,170,105
67 DATA64. 133, 170, 165, 171, 105, 1,133, 171, 24, 165, 163, 109, 153, 3, 133, 163, 165, 164
DATA105.0, 133, 164,76,1,197,96, 173, 160,3,240,8,201, 1,240,12,201,2,240, 18
DATA177. 163, 32, 109, 197, 76, 10B, 197 ,177, 163, 81, 170, 32, 109, 197, 76, 108, 197
DATA177, 163, 17, 170, 32, 109, 197, 96, 72, 173, 171, 3, 240, 6, 104, 73, 255. 76, 122 197
71 DATA104, 145, 170, 96. 173, 150, 3, 141, 156, 3, 173, 152, 3, 141, 158, 3, 169, 0,141, 168
75 DATA3, 141, 167,3, 173, 156 ,3, 141 ,133, 3, 174, 158,3,32,123, 135, 24, 163, 140. 101
73 DATA254 , 133 , 254 ,32, 149 , 193 , 23B , 156 , 3 , 238 , 167 , 3 , 173 , 167 , 3 , 205 , 153 , 3 , 20B
74 DATA250,23B,15B,3,23B,16B,3,173,16B,3,20S,155 I 3,240,14,173,150,3 1 141 1 156
75 DATA3, 169,0, 141, 167,3,76, 145, 197,96
76 REtl
77 REn«*»-»-**»*»-«»«*»»*»«»»
78 REM" HIGH-RESOLUTION AID •
79 REM* AEUJ 19B5 »
BO REn*«»««»»»»*-«*»**»««
Bl REfl
B2 FOR 1-49152 TO 50641
83 READ X
84 T-T+X
B5 POKE I,X
B6 NEXT
87 IF T0 1665B4 THEN PRINT"ERROR IN DATA"
6B
69
70
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Garry Ma rshall brings
you another challenge
PROGRAMMING
for your programming
abilities. This month
he deals with
crossovers.
The Project
FINDING OUT WHETHER
lines cross over each other -
and, if so, where - is a problem
lhal crops up in several entirely
different circumstances. The
basic situation can be repre-
sented, regardless of applica-
tion, as illustrated in Figure 1.
This shows five 'places', repre-
sented by numbered circles,
joined together by lines.
The lines in the figure cross
over each other three times. In
such a simple situation, a
computer is hardly needed to
count the number of
crossovers and find their
locations. Bui if there were
many more places, and more
lines between them, the task
would be much more difficult
and error-prone, and it would
be a good idea to get a
computer on the job.
The crossover problem is
important in the design and
manufacture of printed circuit
boards for items of electronic
equipment, from television
sets to computers. Electronic
components are 'printed' on a
printed circuit board, and they
are connected by tracks, also
'printed' on the board, that
conduct electric currents
between them. In Figure 1, the
numbered circles correspond
to the electronic components,
and the lines to the tracks
between them. Any tracks that
cross over each other will lead
to the creation of electrical
paths that should not exist in
the circuit. Such paths will alter
the behaviour of the circuit
from its required function. So,
in this case, designs for printed
circuit boards can be tested by
seeing if they have any
crossovers.
Crossovers are also of
importance in the provision of
water, electricity and gas
supplies to houses. This time,
the numbered circles in Figure
1 correspond to houses, and
the lines to the paths of the
water, gas and electricity
pipelines. Laying the pipelines
will be easier if there are no
crossovers as this removes the
possibility of damaging, say,
the gas pipes, while dealing
with the water mains.
The project is to write a
program which, when given a
description of a network, can
display the positions of any
crossovers in it.
The Solution
To write a program to find the
locations of the crossovers in a
network, we must first give a
description of the network.
This consists of the number of
'places', their locations, and
the details of which ones are
connected to each other. If we
use the network in Figure!, the
first two items can be given
directly, and the third can be
given by using a rather neat
method.
The number of 'places' is
five, and their locations are
given by their column and row
positions on the screen. The
pattern of connections can be
recorded by giving all the pairs
of positions that are connected
to each other. Referring to
Figure 1. we can see that one is
connected to five, and three is
connected to four. All the
connections can be recorded
in a two-dimensional array,
declared by:
DIM C(5, 5)
and using its elements so thai,
in general, C(I F )) is assigned the
number of connections
between I and J. The number of
connections will either be one
if there is a connection, or zero
if there is not. The two connec-
tions just mentioned can be
recorded by:
C{1.5)=1: C(3, 4)=1
To record that there is no
connection from four to five
use:
C(4, 5>=0
This gives us the first part of
our program as:
10 DIM X(5), Y(5), C(5, 5)
20 FOR J=1 TO 5: READ X(JJ,
Y(J): NEXT J
30 FOR J=1 TO 5: FOR K=1 TO 5
40 READ C(J, K)
50 NEXT K: NEXT J
60 DATA 50, 20, 20, 100, 120,
180, 220, 110, 190. 30
70 DATA 0, 0,1,1,1,0,0,1,0,1,
1.1.0,1,1
80 DATA 1,0, 1,0, 0,1,1,1,0,0
Given this description of
the network, the program can:
plot it; find the crossovers by
taking every pair of lines and
testing whether they cross over
each other; and, for those that
do cross, find the positions of
the crossings and mark them. A
little geometry is needed to
find the equations of the lines
and whether they cross, but
otherwise the computation is
straightforward.
After setting the high-
resolution graphics mode with
the subroutine starting at line
500, the network can be plotted
by taking the positions of every
pair of 'places' in the network
and drawing a line between
each connected parr, with:
90 GOSUB 500
110 FOR J=1 TO 4: FOR K=J+1
TO 5
120 IF C(J, K)=0 THEN 230
130 X1=X(J); X2=X(K): Y1=Y(J):
Y2=Y(K)
140 GOSUB 2000
230 NEXT K: NEXT j
The gaps in the listing will
be filled by lines for the
remaining tasks. The subrou-
tine starting at line 2000, which
is called from line 140, is our
standard routine that draws a
line from (XI, Y1) to (X2, Y2).
Now we can test every pair
of lines to see if they cross. The
method for finding if a pair of
lines cross is based on the idea
that any point on the line from
(X1, Y1) to (X2, Y2) has co-
ordinates.
N*X1 + (1-N)*X2, N-Y1 + (1-
N)'Y2)
Putting N=1, gives (XI, Y1)
and N=0 gives (X2, Y2). Values
of N between zero and one
gives points in between, and
other values of N give points
outside, as illustrated in Figure
2. 5o, if we solve the equations
of two lines written in this form
for N, by testing the size of N
we can see if the lines cross
between their end-points. This
gives us the following lines for
finding the crossovers and
counting them in CR.
100 CR=0
150 FOR L=1 TO 4: FOR M=L+1
TO 5
160 IF J=L AND K=M THEN 230
170 IF C(L, M)=0 THEN 230
180 X3=X(L): X4=X(M): Y3=Y(L):
Y4=Y(M}
190 D=(X1-X2)*(Y4-Y3) - (Y1-
Y2)'(X4-X3)
200 N=((Y4-Y3)*(X4-X2) - (X4-
X3}*(Y4-Y2))/D
210 IF N 0 AND N 1 THEN
CR=CR+1
220 NEXT M: NEXT L
Actually, each crossover is
counted twice because, as the
program is written, every pair
PROGRAM CROSSOVERS
10 DIM X(5),Y(5),C(5, 5),XC(10),YCU0)
20 FOR J=l TO 5: READ X(J), Y(J>: NEXT J
30 FOR J=l TO 5: FOR K=l TO 5
40 READ C(J, K)
50 NEXT K: NEXT J
60 DATA 50,20,20,100,120,180,220,110,190,30
70 DATA 0,0,1,1,1,0,0,1,0,1,1,1,0,1,1
80 DATA 1,0,1,0,0,1,1,1,0,1
90 6QSUB 500
100 CR=0
110 FOR J=l TO 4: FOR K=J+i TO 5
120 IF C(J, K)=Q THEN 230
130 Xl=X(Jh X2=X(K): Y1=Y(J1: Y2=Y(K)
140 GCSUB 2000
150 FOR L=l TO 4: FOR K*I TO 5
160 IF J=L AND K=H THEN 220
170 IF CtL, H)=0 THEN 220
1B0 X3=X(L): X4=X(H): Y3=Y(L): Y4=Y(H)
190 D=(Xl-X2)l(Y4-Y3)-(Yl-Y2)l(X4-X3i
200 N=t(Y4-Y3]l(X4-X2)-U4-X3)!(Y4-Y2))/D
210 IF N>0 AND N(l THEN CR=CR*1: XC(CR) =N»X1+(1-N) 1X2: YC(
CR)=NIY1+(1-NW2
220 NEXT H: NEXT L
230 NEXT Kl NEXT J
240 FOR J=l TO CR
250 FOR R=YC(J)-3 TO YCU1+3
260 FOR C=XC<J)-3 TO XCtJl+3
270 GOSUB 1000
280 NEXT C: NEXT R: NEXT J
290 END
500 POKE 53272, PEEK (53272) OR 8
510 POKE 53265, PEEK(53265) OR 32
520 FOR I=B192 TO 16192: POKE I, 0: NEXT I
530 FOR 1=1024 TO 2023: POKE I, 22: NEXT I
540 RETURN
1000 R0=INTIR/B1: C0=INT(C/8l
1010 L=R AND 7
1020 BIT=7 - (C AND 71
1030 BYTE=8192+R0I320+C0I8+L
1040 POKE BYTE, PEEK (BYTE) OR 2UIT
1050 RETURN
2000 DX=X2-X1: DY=Y2-Y1
2010 IF DX*0 THEN 2070
2020 FOR C=X1 TO X2 STEP SBN(DX)
2030 R=INT(Y1+(C-X1UDY/DX)
2040 GOSUB 1000
2050 NEXT C
2060 RETURN
2070 C=X1
2080 FOR R=Y1 TO Y2 STEP S6N(DY)
2090 GOSUB 1000
2100 NEXT R
2110 RETURN
f iguri 1 ft ipi—t-fc Mid rt i -"immf .
1 N 0\N.H1.<I NI.X3.H.YI-I1 HI . V3
of lines that cross is counted
twice. The point where, say,
line A crosses line B, is counted
once when all the lines are
paired with line A and a second
time when all the lines are
paired with line B. For this
reason, the value held in CR
after these lines are executed is
twice the number of cross-
overs. We shall leave the
program like this because the
steps have to be taken lo
ensure that each crossover is
counted only once complicate
it considerably.
It is now a simple matter to
record the position of each
crossover because the value of
N, which gives the position, has
been found already. If we
record the locations of the
crossovers by placing their x-
and y-co-ordinates respect-
ively, in the elements of the
arrays XC and YC, then we
need only modify lines 10 and
210 as follows.
10 DIM X(5), Y<5), C(5. 5),
XC(10), YC(10)
210 IF N 0 AND N 1 THEN
CR=CR+1: XC(CR)=N*X1 + (1-
N)'X2: YC(CR)=N-Y1 + (1"
N)*Y2
Finally, we can mark the
position of each crossover with
a square block composed of
dots by using the subroutine,
starting at linelOOO, which plots
a dot in column C and row R,
repeatedly.
240 FOR J=1 TO CR
250 FOR R=YC(J)-3 TO YC(J)+3
260 FOR C=XC(|)-3 TO XC(J)+3
270 GOSUB 1000
280 NEXT C: NEXT R: NEXT J
The complete program listing,
with ihe subroutines, is listed as
Figure 3.
Further Developments
You can gain some confidence
in the program by drawing a
different network connecting
five 'places', recording it in C,
and seeing that the program
can mark its crossovers. The
program can be extended to
deal with networks having
more than five places' in them,
but this is straightforward. It is
somewhat more difficult to
amend the program so that it
does not count, and mark,
every crossover twice. The
crossovers can be marked
more effectively, perhaps wiih
a flashing block, like a cursor.
Some way of displaying the
number of crossovers would
also enhance the program.
I
Listings will be much easier to
enter with our new system.
COMMODORE LISTINGS ARE RATHER
well known for the horrible little black
blobs that always abound. Unfortunately
the graphics characters which are used to
represent graphic and control characters
do not reproduce very well and they are
also difficult to find on the Commodore
keyboard.
In future all control and graphics
commands will be replaced by a mnemonic
within square brackets. This mnemonic is
not typed out as printed in the magazine
but rather the corresponding key or keys
on the keyboard are pressed. For example
(RIGHT] means press the cursor right key,
you do not type in [RIGHT]. All of the
keywords, what keys to press and how
they are shown on the screen are shown
below.
Any character thai is accessed by pressing
shift and a letter will be printed as
[Sletterj.
[SA| shift and A
|S+] shift and *
Any character that is accessed by
pressing the Commodore key and a letter
will be printed as [Cletter)
[CA] Commodore and A
[C+] Commodore and +
[CI Commodore and 1
LISTINGS
If any characters are repeated the
mnemonic will be followed by a number.
This number is how many times you
should enter the character. Any number
of spaces over one will also be
represented in this form
(RIGHT10] press cursor right 10 times
[C+10] press Commodore and + 10
times
[SPC10] Press the space bar 10 times
Any other characters should be easily
recognisable for example CTRL-N means
press CTRL and N and LEFT-ARROW
means press the left arrow.
Any number of mnemonics can be
enclosed in brackets for example
[SA10,SPC10,SA10]
means type 10 shift A's 10 spaces and
another 10 shift A's.
Mnemonic Symbol what to press
[RIGHT]
[LEFT]
im
[DOWN]
1"]
[F2]
[F3]
m
■
m
■
left/right
shift left/right
Shift & up
/down
up/down
f1
shift & fl
f3
shift & f3
Mnemonic Symbol what to press
(F5]
F6]
m
[F8]
[CLEAR]
[HOME]
RVSON]
[RVSOFF|
f5
shift & (5
f7
shift & f7
shift & CLR
/HOME
CLR/HOME
CTRL & 9
CTRL & 0
Mnemonic 5ymbol what to press
[BLACK]
[WHITE]
[RED]
[CYAN]
[PURPLE]
[GREEN]
[BLUEJ
[YELLOW]
•
■
■ ■
«
■
■
■
■ i
:
:
u
CTRL & 1
CTRL & 2
CTRL & 3
CTRL & A
CTRL & 5
CTRL & 6
CTRL & 7
CTRL & 8
DS.CO
DATA M CORBIM
I MMNMH l««»t.«fl'iMIIl*l
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CffJIul will* pain* Quiim. <> <
■iiuW IVs |nr *lin< » '0 « W
UMMOM Q"
i Vt*<KIIH
Mo* In « ,ot "
ARRIVED
"'"'mm.
"'if uai
S«, PHYSICAL EXAM
7-
. ^ t J
71— V— 1
jb ■.: nop e - -* -
^"flllllf MMeifi
"Wpu^a
MtrlWllo
^
i
vJ
FAST LOAD
PLUS
UTILITY CAJtTI? I DGE
Or iOUICKDBC- umiDjrpk^aMrtayaif c jmyu IMI <Mi TMyountoportarai tomaiylMtbinprr
avw tumyji vjc fuHt' r«rc»y one* « ttcu»mprc4cwni
F*n LOAD arid |A VI fltetoM sm -c<ttui y^, Wt»\ -nr nra omrniM wWr Of* w!(i«r»*»:
art "in* tr* tryOrcrj
Fan Fermi uirvfiV lOvtonOi
FjH Bxfcup (ie*! an e*« d*: ii 'Cut r*n,i?i |Noi Tf»rt» pnMitM Wntiir I
'M Flit Ciiplit fin wm* "u topm
ImprovrO DOS lomm»i>di CCS^ t|rjintaf J^ulf oHWaWOnw »g l|»ftU«V,«iHO«C*«Jaiaay*a«H*
ia>*wwiownrfcnjo*lic SHTWrtTOT wlllOADO' 8 1 « « W»y *7ui»fu(
mciMpo>iln C*ouonlci pHnm Wtwtro juw pm) wdh CBM grjpHIa i^xtliy V* CtmrotffCon-
ARIJfl iwtldi ii tiTlM |^"Ml^VHMBW tfUKCCW . tl »0 IT* W I* 1
Now Ox (Kkw. fib. ii3 W * 1 mi rvtn ha* mx »wci C*i y«i rfhva in W«C"W0U*C«D(1C-
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A whole new world awaits you and your 64. The world of
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This offer applies only while stocks last
YC 1/86
Machine Code Entry— CG4
400 TS«=F$: T0=PEEK ( 53) +256tPEEK(54) -LEN (TS$)
:P0KE 7B2, TO/256
410 POKE 781 f T0-PEEK(782) t256: POKE 78Q,LEN(TS$)
420 SYS 65469
430 POKE 780, UPOKE 781,D:P0KE 7B2,0;SYS 65466
440 POKE 254,S/256:P0KE 253, S-PEEK (254) 1256: POKE 780,253
450 POKE 782, (E+D/256: POKE 781, (E+l)-PEEK(782)t256
:SYS 65496:RETURN
460 REM tltt LOAD DATA tttt
470 INPUT" [CLEAR, D0HN2, RI6HT2JFILE NAME
480 IF Fl=" OR LEN(Q$)>15 THEN RETURN
490 INPUT"[DONN3,RVSON]T[RVS0FF]APE OR C SPC , RVSON ] D C R VSOPF ]
ISK : DCLEFT3]";D$
500 IF DIO'T'AND DK> 1 D t THEN RETURN
510 0=1: IF D$="D"THEN D=8
520 LOAD F$, D, 1: RETURN
530 PR I NT : PRI NT " C D0HN2 , RIGHT ] ERROR " : ADR=ft DR- 1 2
540 POKE 54296, 15:P0KE 54277,10
550 POKE 54278, 100:POKE 54273, 45: POKE 54272,00
■•POKE 54276,17
560 FOR W TO 250: NEXT
570 POKE 54276, 0:P0KE 54277,0:P0KE 54278,0
5B0 RETURN
100 INPUT *[ CLEAR, D0NN2] START ADDRESS " ; ADR
110 PRINT ' C D0WN2 ] PLEASE ENTER ALL DIBITS.'
120 PRINT"[D0MN2]SPACES HILL BE ENTERED AUTOMATICALLY
[D0HN21"
130 PRINT: PRINT ADR;":'j:GOSUB 260
140 IF Sfs-CFH' THEN 60SU8 33O:G0T0 100
150 IF S$='tF3]" THEN GOSUB 46O:GOT0 100
160 REN READ DATA AND STORE
170 CHECK=ADR-INT(ADR/256>I256
180 FOR C=l TO 36 STEP 3
190 Nf=NID$(SI,C,3):N=VAL(NI)
200 CHECK=(CHECK+N)AND 255
210 IF N>255 THEN N=0
220 POKE ADR,N:ADR a ADR+l:NEn C
230 VFY=VAL(RIGHTI(S*,3))
240 IF VFYOCHECK THEN GOSUB 530: GOTO 130
250 GOTO 130
260 S«=":FOR C=l TO 13:F0R L=l TO 3
270 GET K$:IF K»="G0T0 270
280 IF KI="tFl]' THEN C=13:L=3
290 IF K$=TF33" THEN C=13:L=3
300 S«=SI+K$
310 PRINT K*;:NEXT L:PRINT" : NEXT C: RETURN
320 REN till SAVE YOUR FILE MM
330 PRINT' [CLEAR, D0HN2, RIGHT23SAVE FILE CD0HN2 J "
340 INPUT-FILE NANE s';F!
350 IF FI-" OR LEN(FIJ>15 OR FI-'O" THEN RETURN
360 INPUT'[DOHN3,RVSON]T[RVS0FF]APE 0R[SPC,RVS0N3D[RVS0FF:
ISK : DCLEFT3]"jDI
370 D=1:IF D«""D" THEN D=8
3B0 INPUT*ED0MN2JSTART ADDRESS IN DECIMAL :'jS
390 INPUT'[D0NN3END ADDRESS IN DECIHALCSPC4I: * ; E
ENTRY
We make life easier
for you with our
machine code entry
program,
THE WORST THING ABOUT
Machine Code programming is
entering thousands of numbers
and then finding that the
program will not work. There is
nothing else that you can do
apart from go through all of the
listing trying to locate that
mistyped character which
prevents the program from
working correctly,
Now there's an easier way
to enter your machine code
programs. With the Your Com-
modore machine code entry
program, each line of numbers
is checked as soon as you press
return. If you have made a
mistake you will be asked to re-
type the last line. Another
added bonus is that you can
save what you have entered at
any time to tape or disk and
carry on where you left off next
time you come to your
computer.
Using the Loader
Before you type in any machine
code program you must have
typed in the machine code
entry program and have it
saved onto tape or disk. When
you want to enter any of the
machine code programs that
are printed out in the form
used by this program you must
LOAD it into your computer.
When you RUN the program
you will be asked for the start
address of the program. The
start address is the first number
in any machine code listing that
appears before the colon (e.g.
49152:). You simply type in this
number and press return.
All that you have to do from
then on is type in all the
numbers on a line. Do not type
any spaces and do not type
return, the program will do all
of that for you. If you have
made a mistake on any line the
computer will ask you to type
the line again. Once the line is
entered correctly the
computer will automatically
prompt you for the next line of
data.
Saving and Loading
You can save your data to tape
or disk at any time by simply
entering the F1 key as the first
character on any line. You will
then be asked for the start and
end address of the save. The
start address is the first number
in the listing as already
mentioned. The end address is
the numberof the last line plus
11. Don't forget to add 11 or the
last line entered will not be
saved.
To load back a program that
you have saved you simply
have to enter the F3 key as the
first' item on a line. You will
then be asked for the name of
the program.
E
THE COUNTDOWN HAS BEGUN
V
:.n.p.£a95
URELL sales dept..
Castle Lodge, Castle Green,Taunton TA1 4AB
LIST
Here's a neat program tha t
will save you money. By Bob
Davis.
LIST AID OPENS UP A NEW WORLD FOR
programmers. No longer are you limited
to using standard paper for your listing.
Instead you can list your Basic programs to
any desired width (between one and 80
columns) and as a bonus, you can choose
either standard or double size characters
and set the print head's start position.
There are several advantages using List
Aid. For a start, listing a program 60
columns wide, with the print head offset
lo 10 columns, gives a nice margin either
side of the listing to make any notes etc.
How about listing in 40 column mode, so
the listing looks exactly as it would on the
screen. You could use double size
characters for any one with poor eyesight.
List Aid itself requires 5K of memory to
operate. Therefore, the only limitation is
that your program must not occupy more
than 33K, when the program is initially
loaded into the computer. It doesn't
matter if your program requires more
than 33K to run.
Using List Aid
First, type in the program exactly. You can
leave the REMs out if you wish. Don't
forget to SAVE it. Now run it. There are
three questions to be answered.
First, the character size. It's preset for
standard size. For double size press 'D'
and 'return', otherwise just press 'return'.
Next select the width. This is the actual
column size to be listed. Enter any size
between one and 80 and press 'return'.
Finally the print head's TAB setting is
required. This is preset for now. If all goes
well. List Aid will list itself!
To list your program the following
instructions must be followed exactly.
First reset the computer by switching
OFF and ON, or type in SYS 64738 and
'return'. Now load the program you wish
to list. Remember, your program must not
occupy more than 33K. Now type in the
following one line direct statement and
press return. Do make sure it is exact or
you will have to load all over again.
POKE 43,1:POKE
140*256,0:NEW
44,140:POKE
New? But, I just loaded it, I hear you say.
Don't worry, all will be revealed later. If
you've done that correctly the computer
will respond with 'READY'. Now load List
Aid, run it and your program will be listed.
Don't forget to have your printer
switched on and the paper all aligned.
To list another program you will have
to switch off and start again.
LIST
So, what's the NEW all about then?
Well, first you loaded your program.
When a Basic program is loaded into the
computer (which is just switched on), it is
placed in memory from address 2049
onwards. The computer knows, or thinks
it knows, where to place the program by
looking at locations 43 and 44. The
contents of these locations indicate
where the Basic's memory 'BOTTOM' is.
In this case 2049. Before loading any
program in, try this in direct mode:
PRINT PEEK (43) + (44) " 256
The result will be 2049. By raising the
'BOTTOM' of memory above the area
your program occupies, we can load a
second program. List Aid, and run it,
thereby not affecting the contents of your
program. We do this by pokeing beatings
43 and 44 with values to make [he
computer 'think' that the Basic memory
now begins at address 35841. The 'NEW'
command resets all the other Basic
pointers accordingly. The values poked to
43 and 44, 1 and 140, ensure that the maxi-
mum permissable RAM is available for
your program, 33K. Before actually
loading List Aid (after the pokes to 43 and
44) type in: PRINT FRE(0) and 'return'. You
will see a return of 5119 bytes free. The
POKE 140"256,0 ensures location 35840
contains a zero. The first byte of Basic ram
must be a zero.
List Aid works progressively, following
four fields.
1. Work out the current line number and
the link address pointing to the next
line.
2. Starting with its line number,
concatenate a string variable repre-
senting that line. Detect end of line
upon reaching link address.
3. Print routine. Send contents of string
to printer, one character at a time,
appropriately limited the print width,
set TAB and Character size if required.
4. Check for 'double zero byte'
indicating end of program. If not go to
1.
30-110
130
150-510
560-690
710-760
780
790-910
930-1000
1020
1050-1060
1080-1090
1130-1140
prints TITLE
checks if printer is switched on.
initialise. Set up Link Address, Keyword and Cursor Control
Character strings.
get print mode, width and tab values.
set up print mode and customise 'QUOTE' character. Sending
a normal 'quote' mark i.e. CHR$(34) to the printer is OK but if
you follow this with any cursor control character, then funny
things happenl So, why not send a 'customised' quote character.
Same difference - no problems!
Field 1. Find current line number, link address to next line.
Field 2. Add line number to string. Peek current address. If
Keyword, add appropriate Keyword string, tf 'quote' mark then
enter loop (lines 840-890). If detected add Cursor Control
characters. Else, add standard ASCII code. Leave loop when
second quote or end of line is detected. If not Keyword or quote
character, add normal ASCII character. Increment peek address,
if not same as link address, start again.
Field 3. Print routine. Calls SUB 1080. Set up loop for length of
program string. Prim count = 0. Print string, one character at a
time. If print count = print width or end of line is reached, print a
carriage return. If a 'quote mark' CHR$(34) is detected, send
customised 'quote' instead (sub 1050). When all characters are
sent, send a carriage return.
Field 4. Last line check. If the contents of (Link Address) AND
(Link Address + 1) is 0 then the end of program is detected.
Else goto 780.
Subroutine. Print customised 'quote' character. If print mode is
double size characters then print two quotes. Note the quote
character is different for double size.
Subroutine. Print 'TAB' many spaces to set the printer head.
End routine. Flash 'printer not on*. Close channel to printer.
Variables
PM print mode
PW print width
PT tab size
PA peek address
LA link address
NL newt link
IN line number
PC printer count
KW$ keyword
CCS cursor control
MD$ mid$ of (PS)
LN$ line number
QS quote character
P$ program string
P peek value of PA
L,M,D and D$ genera I -purpose
E
E
READY.
CHR$(27); 0
READY.
10 REN LIST. AID
20 REM (CI BOB DAVIS JAN'BS
30 REM
40 REM Ml TITLE SCREEN Ml
50 PR I NTCHRS ( H 7 ) : PDKE5326 1 , 6 : PR I NT CHR
$(15B)
60 PRINTSPC ( 12) ' [ s UUs IK* 111! Btl
HCs IHs ills «ts tits • Jts tits IJ
[5 t
Hs SHs I]":PRINTSPCU2)'Cs -]'SPC(13
("[5 -J*
70 PRINTSPC(12)"Cs -3 LIST. .AID [I -
]":PRINTSPCU2>'[5 -rSPCUSI'ts -)•
80 PRINTSPC(12)"[s -]"SPCi6!"8Y"SPC(5)
'ts -]':PRINTSPCU2l'[s -]"SPC(I3)'[s
-i"
j
90 PRINT5PC(12)'[s -] BOB DAVIS [5 -
l':PRINTSPC(12)'£s -]"SPCU3)"[s -V
100 PRINTSPC(12)"[5 -)"SPC(13)"[s -]':
PRINTSPCI12)"[s -] IC) JAN "B5 Is -J*
110 PRINTSPCU2)"[s -3"SPC(13)"Cs -I":
PRINTSPC(12)'[s J][s IJts IHs IHs t J
[5 I
][5 His tits !3Cs 1 : IHs IHs Ills
ills K3':PRINT:PRINT
120 REM Ml PRINTER ON ? Mi
130 DPEN4 . 4: PR I NTI4 : IFSTTHEN 1110
140 REN Ml INITIALISE Ml
150 DINKN«{75),CC$I160):LN$=":LN=0:LA
=2049
liO F0RL=0T075 : RE ADKH* ( L ) : NE X T : 6DT0220
170 DATA END, FOR, NEXT. DATA, INPUTt, INPU
T« DIM, READ, LET, GOTO, RUN, IF, RESTORE, 60S
UB
180 DATA RETURN, REM,STOP, ON, WAIT, LOAD,
SAVE , VERIFY, DEF, POKE , PR I NTI, PR INT , CQNT
190 DATA LIST, CLR, DID, SYS, OPEN, CLOSE, 6
ET, NEH, TAB ( , TO, FN, SPC ( , THEN, NOT, STEP, ♦
200 DATA l,/. A ,AND,0R.>,v;,S6N,INT,AB
S,USR,FRE,POS,SOR,RND,LOG,EXP,COS,SIN,
TAN
210 DATA ATN, PEEK, LEN,STR«,VAL,ASC, CHR
$,LEFT*.RIGHT*,fl!DU255]
220 READ D,D*:IFD=999THEN540
230 REM RVSON RVSOFF
240 CC*(D)='[RVS0Nr»D$*"[RVS0FF]':60T
0220
250 DATA 5,"E".17,'Q\1B,'R\19,"S\28
."\\29,"3',30," A, ,31,"_'
260 REM M DATA 129, "Is A3" = SHIFT ♦
A II
270 DATA 129, "ts A]":REM A
2B0 DATA 133, "Is El': REN E
290 DATA 134, "ts F]':REH F
300 DATA 135, "Is &]";REM B
310 DATA 136, "Is HI" :REN H
320 DATA !37,'[s Il'jREN I
330 DATA 138, 'is J]':REH J
340 DATA 139, "ts K]':REH K
350 DATA 140,'Es L3" : REM L
360 DATA 144, "Cs P]":REH P
370 DATA 145, "Is fl] ■ : REM Q
380 DATA 146, "Cs R]":REM R
390 DATA 147, "Is S]":R£H S
400 DATA 14B.M5 &]':REH T
410 DATA 149, "ts U]':REH U
420 DATA 150, "Cs V]":REM V
430 DATA 151, "ts W]";REM W
440 DATA 152, "Cs XI" : REM It
450 DATA 153, "Cs Y]":REM Y
460 DATA 154, "Cs 2]':REM I
470 DATA 155, "ts »]":REM ♦
480 DATA 156, "ft -]":REM CBM + -
490 DATA 157, "Es B]":REM B
500 DATA 15B,'[255]':REH A
510 DATA I59,"tc l]":REM CBM ♦ I
520 DATA 999, HZ
530 REM HOME * 14 DOWN
540 Q$= " CHOME 3 CDOHN] C DOWN 3 [ DOWNH DONN ]
C D0HN3 [ D0HN3 C DGNN3 [D0HN3 CDOHN 3 C DOHN ] C D
OWN]
[DQWNHDOHNHDQHN]"
550 REM Ml INPUT DETAILS Ml
560 PRINTQ*" SELECT CHARACTER WIDTH :[
DOHN 3 '
570 REM RVSON/RVSOFF 3 X LEFT
5B0 INPUT" [ RVSON 3S [RVSOFF J TANDARD OR
[RVS0N1DCRVS0FF30UBLE WIDTH SUEFTH
LEFT
][LEFT]";P$
590 I FP$ <> ' S • flNDP *< > ' D " THEN560
600 REM 3 X DOWN 7 X LEFT
610 PRINTQ$:INPUT"[DQWNHD0WNUD0HN3 E
NTER PRINT WIDTH tl TO 80) CLEF
T3CL
EFT] [LEFTHLEFT] [LEFT] [LEFT] [LEFT] ";PH
620 IFPH=O0RPN>B0THEN61O
630 L-80-PW: IFP«='D D THENL=80-PWI2
640 IFL< 1 THENPT=0: G0T0690
650 REM 6 X DOWN 3 X LEFT
660 PRINTQt'[D0WN][DOWN][DOWN]IDOWN][D
OWNHDDWN] ENTER TAB SETTIN6 (0 TO"L'[
LEFT
])■;: INPUT" OCLEFT3CLEFT3 CLEFT] ' ;PT
670 IFPT<00RPT>LTHEN660
680 REM 9 X DOWN
690 PRINTQI'tDOWNHDOWNlEDOHNKDONNKD
OWN 3 C 00HN3 [ DOHN 3 C DOWN 3 C DOHN ] M TO ABO
RT,
KEEP SPACE BAR PRESSED II"
700 REM Ml SET UP PRINT MODE Ml
710 PM=15:1FP*='D"THENPH=14
720 REM Ml CUSTOMISE QUOTE CHAR Ml
730 Q$=CHR*18):FQRL=1TQ6:READD:Q$=Q*+C
HR$(D):NEXT:Q$=0*+CHR$(15)
740 DATA 128,135,128,135,128,128
750 IFPH=14THENG$=CHR$(B):F0RL=1T06:RE
ADD:Qf=Q*+CHRt(D):NEXT:QS=gttCHR4(15)
760 DATA 128,135,135,128,128,128
770 REM Ml MAIN LOOP III
780 NL-(PEEK(LA*1)I256)+PEEK(LA):LN=<P
EEK (LA+3) 1256) +PEEK(LA+2) : PA=LA+4
790 PI=STR$(LN)f ■
800 P=PEEKiPA)
810 IFP=255THENPI=P$+"f255] , :B0T0910
820 IFPM27THENPI =P«+KH$ (P-I28) : G0T091
0
830 IFPO34THEN900
840 P$=P»*CHR$(34):BOT0880
850 IFP<32THENP$=P$+CC$(P):60T0880
860 IFP > 1 27ANDPC 160THENP$=Pt+CCf < P) : GO
TQ880
B70 PI=PUCHRi(P)
880 PA=PA+1:P=PEEK(PA):IFPA=NLTHEN930
890 IFPO34THENB50
900 P$=P*+CHR$(P1
910 PA=PA+1;IFPA<NLTHEN800
920 REM Ml PRINTER ROUTINE III
930 L=LENlP*):P$=RI6HT$(P$,L-l):L=L-2
940 PC=0 : GOSUB 1 080 : FORH= 1 TOL
950 HD*=HID$ (P$,H, I ) : PC=PC+1: IFMD$=CHR
$ ( 1 8 > ORMD«=CHR$ (146) THENPC=PC- 1
960 6ETK»:IFKIO""THEN1140
970 PRINTI4,CHR$(PH);:IFHD$=CHR*t34)TH
EN60SUB1050:GOT0990
980 PRINTI4,HD»;
990 IFPC=PWTHENPC=0: IFH<LTHENPRINTI4:G
0SUB1080
1000 NEXT:PRINTI4
1010 REN III LAST LINE ? Ml
1020 LA=NL: IFP£EK(LA)=0ANDPEEK(LA+1)=0
THEN 1140
1030 G0T0780
1040 REM Ml PRINT QUOTE CHARS III
1050 PRINT#4,Q$;:IFPH=14THENPRINTt4,Qi
1060 RETURN
1070 REM Ml PRINT HEAD TABS III
1080 IFPT>0THENF0RTB S 1T0PT:PRINTI4,CHR
i(15)" ";:NEXT
1090 RETURN
1100 REM Ml END ROUTINE Ml
1110 F0RL=0T04:PRINTCHR$(147):FORH=0T0
200:NEXT
1120 REM 12 X DOWN RVSON/OFF
1130 PRINT 1 [DOWN] [DOHN] [DOHN] EDOWNHDO
HN][DOHN][DOWN3[DOHN][DOHN3[DOWN][DOHN
1ID0
HN]"SPC(B)"MM [RVS0N3PRINTER NOT ONI
RVSOFF 3 Mf:FORH=OT0400:NEXT:NEXT
1140 PRINTI4:CL0SE4:END
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************************************
******************************
***********************
Mike Hart breaks you
[gently into the [
[hexadecimal system.
Hex-Calculator
SOONER OR LATER, OWNERS
of Commodore machines start
to get tired of Basic and wish to
penetrate the mysterious world
of machine code. A first step
along this road entails getting
to grips with the hexadecimal
system in which the machine
code is written.
The hexadecimal system is
based around a unit of 16 rather
than the 10 that we are familiar
with in our '10s and units'
system. In the hexadecimal
system, the numbers zero to
nine are represented by the
digits 0-9 but the numbers 10-
15 are represented by the
letters A-F. Sixteen in the
hexadecimal system is there-
fore one hexadecimal unit
(corresponding to our 10s) fol-
lowed by no other units: hence
16 decimal is 10 hex, 17 decimal
is 11 hex, 34 decimal is (2 *16 +
2) = 22 and so on. It is
conventional to prefix a hex
number with the $ sign as
otherwise one might get con-
fused as to whether a number
such as 11 meant 11 in the
decimal system or 17 in the
hexadecimal system. The
decimal notation is sometimes
characterised by a # sign but
very often by no sign at all - this
means that if you see a number
by itself it is nearly always a
decimal number but a hex
number should always be pre-
ceded by the $ sign.
Once you get used to it, the
hex system is a much more con-
venient way to think about the
innards of your machine. For
example, it makes much more
sense to know that the Basic
ROM for the C64 is located at
$A000-$BFFF and that $C000-
$CFFF is available for machine-
language programs than to
remember decimal (in which
case the relevant numbers
would be 40960-49151 and
49152-53247!) Commodore
machines often seem to take
three steps forward but one
step back. In the days of the
Commodore PET, there was a
machine language monitor
1 REM lit HEX-CALCULATOR III
2 ;
3 REN It MIKE HART tl
4 i
10 REM SYNTAX FOR 'HEX-CALCULATOR' IS:-
11 i
12 REM SYStCALL) , S ...SYStCALU
13 REM CALL=700 (BY DEFAULT)
14 :
15 REM MACHINE-CODE HEX-LOADER
16 :
17 FOR J=320 TO 349:READ X:P0KE J,X:NEXT
IB DATA 160,0,177,26,201,64,144,2,105,8
19 DATA 10,10,10,10,133,2,200,177,26,201
20 DATA 64,144,2,105,6,41,15,5,2,96
30 :
40 :
50 CALL=700: L0C=CALL-21 : A=L0C : B=A+4
60 :
70 FOR 1=0 TO 98: READ H*:SYS 320
80 POKE L0C* I . PEEK (780) : NEXT
90 :
100 REM RELOCATE CHANGES
110 :
120 AH=INT(A/256):AL=A-AHI256
130 BH=INT(B/256):BL=B-BHI256
140 POKE LOC+40, AL:P0KE 10C+41,AH
150 POKE L0C+45,BL:P0KE L0C+46,BH
160 POKE L0C+49,AL:P0KE L0C+50,AH
170 POKE L0C*53,BL:P0KE L0C*54,BH
1B0 PRINT
190 PRINT" — HEX-CALCULATOR LOADED
199 :
200 DATA 4A LSR :02A7
201 DATA 4A LSR :02A8
202 DATA 4A LSR :02A9
203 DATA 4A LSR :02AA
204 DATA 29, OF AND HOF :02AB
205 DATA 18 CLC :02AD
206 DATA 69,30 ADC H30 :02AE
207 DATA C9,3A CMP H3A :02B0
208 DATA 90,02 BCC $02B6 :02B2
S
209 DATA 69,06 ADC M06 :02B4
--■sEND
■PRINT DIGIT S/R
■DIVIDE BYTE BY 16
"AND GET INTEGER RESULT
"BY FOUR LSR'S
•MASK OFF OVER 15
"CLEAR FLAG
■ADD 48 TO SET ASCII CODE
"MORE THAN 9 ?
"NO - SO SKIP NEXT 2 BYTE
■YES - SO ADD 7
Programming
210 DATA 4C,D2,FF JHP IFFD2 : 02B6 "PRINT It RETURN
2U DATA 4C,D7,BD JHP IBDD7 :02B9 "PRINT FPACtt AS ASCII DI
6IT
212 DATA 20,73,00 JSR $0073 :02BC "ENTRY POINT - 6ET 1ST DI
6IT
213 DATA C9,24 CNP M24 :02BF "IS IT I ?
214 DATA W f ll BEQ $WDE :02C1 'YES - BRANCH (LINE 226}
215 DATA A9.24 LDA M24 :02C3 'NO - SO PUT $ INTO .A
216 DATA 20,D2,FF JSR $FFD2 :02C5 "AND PRINT IT
217 DATA 20.8A, AD JSR SAD8A :0?CB "INPUT NUMBER
218 DATA 20,F7,B7 JSR IB7F7 :02CB 'CONVERT FPACI1 INTO 2 BY
TES IN $14/115
219 DATA 20.A7.02 JSR $02A7 :02CE ".A HOLDS USB SO PRINT IS
T DIGIT
220 DATA AS, 15 LDA $15 :02D1 "RETRIEVE MSB
221 DATA 20,AB,02 JSR $02AB :02D3 "PRINT 2ND DIGIT
222 DATA 9B TYA :02D6 "RETRIEVE LSB
223 DATA 20,A7,02 JSR $02A7 :02D7 'PRINT 1ST DIGIT
224 DATA 98 TYA :020A 'RETRIEVE LSB
225 DATA 4C.AB.02 JHP $Q2AB :02DB 'PRINT 2ND DIGIT AND RETU
RN
226 DATA 20,F7,B8 JSR SBBF7 :02DE 'ZEROISE FPACI1
227 DATA 20,73,00 JSR $0073 :02E1 'GET HEX DIGIT
228 DATA F0,D3 BEQ $02B9 :02E4 "DONE SO PRINT NO. AND EX
IT (LINE 211)
229 DATA C9.41
230 DATA 90,02
231 DATA E9,08
232 DATA E9,2F
FLAG IF CLEAR)
233 DATA 4B
CNP 1*41 :02E6 '6REATER OR EQUAL TO A ?
BCC $02EC :02EB 'NO- SKIP 2 BYTES
:02EA 'YES- SUBTRACT 8
:02EC 'NO- SUBTRACT 47 MARRY
SBC l$08
SBC l$2F
PHA
:02EE "SAVE .A ON STACK
'TRANSFER FPACI1 TO FPACI
■RESTORE .A
'ADD .A TO FPACI1
'LOOP ALWAYS FOR NEXT DIG
234 DATA 20,0C,BC JSR $BC0C :02EF
2
235 DATA AO, 10 LDY <$10 : 02F2 'PUT VALUE OF 16
236 DATA 20,A2,B3 JSR $B3A2 :02F4 'INTO FPACtl
237 DATA 20,2B,BA JSR $BA2B :02F7 'FPACtl X. FPACI2 -RESULT
IN FPACtl
238 DATA 68 PLA :02FA
239 DATA 20,7E,BD JSR $BD7E :02FB
240 DATA 50,E1 BVC $02E1 :02FF
IT (LINE 227)
241 :
242 :
300 REN HEX-DECIMAL CONVERSION
310 :
320 REM INPUT "HEX=";H$
330 REN D=0:F0RJ=1 TO LEN(H$)
340 REM X=ASC(HID$(H$,J))-4B
350 REM D=Dtl6*I+(X>9) 17: NEXT: PRINT D
360 :
370 :
400 REN DECIMAL-HEX CONVERSION
410 :
420 REM INPUT'DECINAL=';D
430 REN H$=":FORJ=1T04:X2=D/16:X=D-XU16
440 REN H$=CHR$(XM8-7t(X>9>HH$
450 REM D=XZ:NEXT:PRINT'$'!H$
written into the ROM which
enabled one to get to grips with
hex fairly easily but this facility
was denied to the generation
of C64 and Vic 20 owners who
had to buy or get a machine-
language monitor for their
machines like Supermon.
This month, the listing
shows you how you can add a
hexadecimal converter to your
machine so that you can very
quickly and easily input a
decimal number and get its hex
equivalent or input a hex num-
ber and get its decimal
equivalent. The whole routine
is written to be as compact as
possible and is designed to
occupy the space from S02A7-
$0277 - a total of 89 bytes which
are absolutely safe and will not
be corrupted by any other
operations including loading in
a new program on tape. In fact,
the routine only just squeezes
into the available space and is a
result of my passion for nice
tight and compact routinesthat
just fit into the few spare safe
locations.
The listing actually contains
two machine language
programs and requires a little
explanation so that you can
follow what is going on!
Lines 17-20 contain the
decimal value for a short (i.e. 30
byte) hex-loading routine
which greatly speeds up the
process of converting hex
values to decimal within the
context of a Basic program such
as this. As you can see, the main
body of the program is
contained in DATA statements
from lines 200-240 and each
line of DATA has one to three
hexadecimal numbers fol-
lowed by a 6502 mnemonic or
op-code, an addressd and
finally a comment. This is to
enable the experienced
machine code programmers
amongst you to understand the
construction process - I find
that I always learn a lot from
studying how other people
have constructed their
programs. These hex values are
read into a variable H$ in line 70
and then the first hex-loading
routine is called at location 320.
This is actually the bottom part
of the stack and should be fairly
safe unless you have
mathematical routines with lots
of brackets and/or many
indented loops, all of which
require a lot of stack space. The
hex-loading routine, read in
lines 17-20, leaves the single
byte decimal value that we
require in the Accumulator. To
access it, we merely PEEK(780)
which the designers of the Vic
and the C64 thoughtfully put in
to enable us to access the 6502
registers directly. Line 80
obviously POKEs the converted
hex value into the value of
LOC+I where LOC is decided
by you, the user.
So here, you actually have
two decimal-hex converts
within a single program. The
main converter is designed to
sit in a safe location where
SYS(700),S— - or SYS(700), —
will do the conversion job for
you. If you precede your
number by the $ sign then the
converter will assume a hex
number and will convert
accordingly. This hex number
can be of any (reasonable)
length e.g. one to four digits. If
you do not precede your
number by a $ sign, then the
converter will assume that you
are inputting a decimal
number and will convert it to
hex for you.
The initial hex-loader which
is located in the stack is purely a
refinement but processes
numbers at four times the
speed of the Basic equivalents.
If you are still wedded to Basic
then lines 300-450 show how to
use fairly standard conversion
routines. All routines, whether
Basic or machine code have to
cope with the fact that the
ASCII values for A-F do not
immediately follow the ASCII
values for the digits 0-9 but are
some eight locations later.
Hence the necessity to engage
in a process which works out
whether the values A-F are
involved in any part of the
conversion process and then to
make whatever additional
adjustments are necessary.
Changes for Vic 20
Line C64
211
217
218
226
234
236
237
239
\
VIC 20
BD
DD
AD
CD
B7
D7
B8
D8
BC
DC
83
D3
BA
DA
BD
DD
Substitute the relevant value
for the VIC 20 in place of the
C64 value in the specified line.
E
Steve Carrie
concludes his machine)
code development
system series with the
assembler.
The Assembler
Now we come lo the ihird and
final program of the series, ihe
Assembler. This is a two pass
assembler which will accept
source code from either the
Macro Processor or direct from
the Editor (assuming no
MACRO definitions or calls are
present) and will produce an
executable machine code file.
This means that all you will
have to do to run your program
will be to LOAD it by name and
call it with a basic SYS
command. For example:
LOAD "filename",8,1
SYS (start address)
During assembly, a listing is
generated giving the object
code and a list of symbols and
their values. This may be sent to
a printer by executing the TTY
command before calling the
Assembler.
Entering the Code
There are five Basic listings
given here. As before, type
them all in and save them
before running. To save the
code, use either the Monitor S
command giving ASSEMBLER,
9000 and 9E00 as the
parameters, or use:
POKE43,0:POKE44,144:POKE
45.0:POKE46,158:SAVE"
ASSEMBLER",8,1
POKE43 ( 1:POKE44,8:NEW
To call the Assembler from
the Monitor, you should use
either:
>
ASSEMBLER or
ASSEMBLER (source file)
(object file)
If you use the first option, the
Assembler will prompt you
with ENTER FILENAME(s). You
should then enter the names of
the files in the same format as
the second option above.
Assembler Instructions
There now follows a list of
PSEUDO INSTRUCTIONS that
are entered in field three.
%: The percent symbol
signifies that a binary
number follows. For
example:
LOOP3LDX ff%00000001
Instruction
ORG
EQU
END
TXT
BYT
WRD
DBY
MAC
MND
EXT
Function
Sets code origin in memory. This can beany
memory address since the object code is
written to disk and on into memory. This
should be the first instruction in a program.
Other assemblers may use the symbol "•"
Sets value of a symbol infield 2 to an
expression in field 4. In other assemblers
the equivalent symbol may simply be "="
Indicates end of a source code program.
MACRO definitions may follow.
Puts a text string in ASCII into memory.
Puts single byte value(s) into memory.
Puts 2-byte number(s) into memory in 6502
lo-byte, hi-byte order.
Same as WRD but in reverse order.
The opening MACRO definition delimiter.
The closing MACRO definition delimiter.
For future use. Actually defines a GLOBAL
symbol for use with a future LINKER program.
Assembler Operand
Conventions
Field 4 operands have several
symbols associated with them.
Some may be familiar, but
others may not.
< and> : These may be used to
specify which byte of a two-
byte number is to be loaded
into an 8-bit register. For
example:
LOOP1LDA#< LABEL
LDYff>LABEL
loads the A-register with the
low-byte of the 16 bit value
LABEL, while the Y-register
is loaded with the high-byte.
The apostrophe is used
to signify that an ASCII
character is to be used as an
operand e.g.
LOOP2LDA 'A
loads the A-register with 41
HEX, the ASCII code for A.
loads the X-register with 1.
$: The dollar signifies that a
hexadecimal number
follows. For example:
LOOP7LDA ff $30
LOOP8LDXS30
If no symbol is used as a
prefix then the number is
assumed to be decimal and will
be treated as such. Note that
the " ff " in the above examples
is the standard 6502 notation
for an immediate number.
When symbols are being
used in field four, it is possible
to add or subtract an offset
using the - and + symbols. For
example:
VICII EQU SD000
BORDER EQU VICII+520
SCREEN EQU VICII+S21
LDA VICII+1
STA VICII+2
ASL VICII-1
etc
This completes the descrip-
tion of the assembler symbols
and instruction. Next, we will
assemble our MACOUT
program which was generated
with the Macro Processor.
Assembling the
Example Program
With all three utility programs
on your working disk, and the
three example programs
MACTEST, MACLIB and
MACOUT on the same disk,
you are ready to assemble.
Enter the monitor and type:
ASSEMBLER MACOUT
MACOBJ
The disk drive will begin
working. After a few moments,
the message:
COMMODORE 64 UTILITY
SERIES
ASSEMBLER VI.O
(Q 1985 S.D.C
will appear. If all goes well, the
machine will generate a listing
on the screen (or printer if you
used TTY). After this, the
machine will re-enter the
Monitor. You now have a disk
file called MACOBJ.
Exit the Monitor using the X
command and type:
NEW
LOAD"MACOB]",8,1
SYS 49152
The program should act as
described below:
1 Clear the screen.
2 Output a "your-name"
prompt.
3 Wait for keyboard input.
4 Print what was input.
5 Exit to Basic.
Assembler Error
Messages
If an error is found, the approp-
riate message is printed with a
line number and the assembly
is aborted. If an object file has
CB4 Assembler
been created, it will be scratched.
Message
REDEFINED SYMBOL
TOO MANY SYMBOLS
UNDEFINED SYMBOL
BRANCH RANGE
SYMBOL SYNTAX
DIRECTIVE
OPERAND OUT OF BOUNDS
OPERAND SYNTAX
ADDRESSING MODE
NOT AN INSTRUCTION
FILE NOT FOUND
SYMBOL TOO LONG
MACRO DEFINITION
MISSING OPERAND
FILE OPERATION
Meaning
a symbol appears in field 2 twice
symbol workspace full
a symbol does not appear in field 2 having
been found in field 4
relative branch was too big
symbols only contain alphanumeric
characters with the first character being
alpha only
a problem with a pseudo instruction
a particular operand was too big for a
particular addressing mode
bad field 4 syntax
illegal addressing mode for a particular
instruction
illegal field 3 string
source file cannot be located on the
current disk
symbols are up to 9 characters long
source contains MACRO symbols such
as MAC and MND. Run the file on the
Macro Processor first
missing field 4 entry
problem with the disk files such as a
write-protect being ON
Next, I will give a program-
ming example for you to try out
using this series of programs.
Enter it using the Editor, call the
Macro Processor and Assem-
bler to work on it and try the
program out. It will have a start
address of SCOOO or 49152
decimal. Simply use a Basic SYS
49152.
A Programming
Example for the Utility
Program Series
There now follows a program-
ming example designed to
show how you can use
MACROs in programs. Delete
the previous program
MACTEST, MACLIB, MACOUT
and MACOBJ (unless you want
to keep them) using the
Monitor SCRATCH command.
First, type in the following
MACRO library file which
contains two different
MACROs. Call it MACLIB or
something similar. This will be
the name you use for the
{macrolibraryfile) in the Macro
Processor call. There is a field guide to help you.
The first MACRO LOAD
SUB generates a subroutine
which uses KERNAL ROM
routines to perform a LOADing
operation via logical file
number LFN, device DEV with
secondary address SEC. The file
has a name NAME of length
LEN. On return, a set carry flag
indicates an error condition.
The X and Y registers hold the
highest address loaded to by
the LOAD routine SFFDS.
The second MACRO
DOLOAD uses the MACRO
LOADSUB as a subroutine. This
is really not much different to
LOADSUB on its own but is
included here to show how
MACRO calls can be nested.
FIELD!
FIELD2
FIELD3
FIELD4
10
MAC
20
L
LOADSUB
NAME, LEN, LFN, DEV.
SEC
30
L
LDA
U LFN
40
LDX
tt DEV
5
LDY
#SEC
60
JSR
SFFBA
70
LDA
# LEN
80
LDX
#< FIL.SER
90
LDY
#>FIL.SER
100
JSR
$FFBD
110
LDA
#0
120
JMP
$FFD5
130
FIL.SER
TXT
NAME
140
MND
150
MAC
160
L
DOLOAD
NAME,LEN,LFN f DEV,
170
L
LDA
SEC
#< MES.SER
180
LDY
#>MES-SER
190
JSR
$AB1E
200
IMP
LOADSUB1
210
MES.SER
TXT
LOADING
220
BYT
0
230
LOADSUB1
LOADSUB
NAME, LEN, LFN.DEV,
240
SEC
MND
E
Having saved the MACRO file names in the command. If
library file 10 disk, re-enter the you want to list your file to the
Monitor and type in the printer, give the command
following program. Call this TTY before calling the
one anything you want. Assembler.
FIELD1
FIELD2
fin w-\ *»
FIELD3
F1ELD4
10
ORG
scooo
20
BORDER
EQU
SD020
30
LDA
#15
40
5TA
BORDER
45
HELLO
50
LOADIT
JSR
GETFILE
60
BCS
ERROR
70
RTS
80
ERROR
LDA
#• ERRMESS
90
LDY
# ERRMESS
100
JSR
SAB1E
110
RTS
120
ERRMESS
TXT
LOAD-ERROR
130
BYT
0
140
GETFILE
DOLOAD
MACRO,5,1 ,8,255
150
END
160
MAC
170
HELLO
180
LDA
fl$93
190
JSR
$FFD2
200
LDA
#'H
210
JSR
$FFD2
220
LDA
H'l
230
JSR
SFFD2
240
LDA
#13
250
JSR
SFFD2
260
MND
This program shows how
MACRO definitions are tagged
onto the end of source code
programs. The MACRO HELLO
is called in line 45 and
generates code to clear the
screen and print "HI". The
program then goes on to load
the file on disk called MACRO
and reports an error if it is not
found. Once again, the
MACRO DOLOAD generates a
subroutine, while HELLO
generates in-line code.
Processingthe Program
Now call the Macro Processor
with the following command:
MACRO (yoursourcefile) (your
outputfile) (yourlibraryfile)
substituting the names of your
files for the different para-
meters. Assuming the files have
been successfully processed,
run the assembler with the
command:
ASSEMBLER (youroutputfile)
(yourobjectfile)
once again substituting your
If you get an error during
Macro Processing or during
Assembly, check it against the
error tables. The errors given
by the Assembler are pretty
reliable as are the Macro Pro-
cessor errors. The only
problem may occur during
Macro Processing because of
the fact that more than one
source file is being used and
the line-numbers don't often
correspond. However, if the
error occurs in the source file
(not the macro library file) then
the number given in the error
message should be accurate.
I hope that you will find
these programs useful to have
and that they help any of you
who are just starting out in
machine code programming
on the Commodore 64. The
three programs took about
four weeks to write (and about
two weeks to debug!) and I am
pretty sure that they are, for the
most part, error free. I am
starting work on another
version of the utility series
which will allow both tape and
multiple disk operation. If you
encounter any bugs in the
program, don't hesitate to
Assembler 1
10 DATA 76,57,156,147,13,67,79,77,77,79,68,79,62,69,32,54
20 DATA 52,32,85,84,73,76,73,84,89,32,83,69,82,73,69,83
30 DATA 13,65,83,83,69,77,66,76,69,82,32,86,49,46,48,13
40 DATA 40,67,41,32,49,57,56,53,32,83,46,68,46,67,46,13
50 DATA 13,0,69,78,84,69,82,32,70,73,76,69,78,65,77,69
60 DATA 32,0,13,65,83,83,69,77,66,76,69,82,32,69,82,82
70 DATA 79,82,32,76,79,71,13,0,13,10,13,10,84,65,66,76
80 DATA 69,32,79,70,32,83,89,77,66,79,76,83,32,85,83,69
90 DATA 68,13,10,13,10,0,13,10,65,83,83,69,77,66,76,89
100 DATA 32,76,73,83,84,73,78,71,13,10,13,10,0,32,69,82
110 DATA 82,79,82,46,0,82,69,68,69,70,73,78,69,68,32,83
120 DATA 89,77,66,79,76,0,84,79,79,32,77,65,78,89,32,83
130 DATA 89,77,66,79,76,83,0,85,78,68,69,70,73, 7B,69,6B
140 DATA 32,83,89,77,66,79,76,0,66,82,65,78,67,72,32,82
150 DATA 65,78,71,69,0,83,89,77,66,79,76,32,83,89,78,84
160 DATA 65,88,0,68,73,82,69,67,84,73,86,69,0,79,80,69
170 DATA 82,65,78,68,32,79,85,84,32,79,70,32,66,79,85,78
180 DATA 68,83,0,79,80,69,82,65,78,68,32,83,89,78,84,65
190 DATA 88,0,65,68,68,82,69,83,83,73,78,71,32,77,79,68
200 DATA 69,0,78,79,84,32,65,78,32,73,78,83,84,82,85,67
210 DATA 84,73,79,78,0,70,73,76,69,32,78,79,84,32,70,79
220 DATA 85,78,68,0,83,89,77,66,79,76,32,84,79,79,32,76
230 DATA 79,78,71,0,77,65,67,82,79,32,68,69,70,73,78,73
240 DATA 84,73,79,78,0,77,73,83,83,73,78,71,32,79,80,69
250 DATA 82,65,78,68,0,70,73,76,69,32,79,80,69,82,65,84
260 DATA 73,79,78,0,0,0,165,144,182,144,199,144,216,144,229
,U4
270 DATA 243, 144,253, 144 t 19, 145 f 34, 145,50, 145,69,145,84, 145
,100,145
280 DATA 117,145,133,145,255,105,101,117,255,109,125,121,97
,113,255,255
290 DATA 41,37,53,255,45,61,57,33,49,255,10,255,6,22,255,14
300 DATA 30,255,255,255,255,255,255,36,255,255,44,255,255,2
55,255,255
310 DATA 255,201,197,213,255,205,221,217,193,209,255,255,22
4,228,255,255
320 DATA 236,255,255,255,255,255,255,192,196,255,255,204,25
5,255,255,255
330 DATA 255,255,255,198,214,255,206,222,255,255,255,255,25
5,73,69,85
340 DATA 255, 77,93,89,65,81, 255, 255, 255, 230, 246, 255, 23B, 254
,255,255
350 DATA 255,255,255,255,255,255,255,76,255,255,255,255,108
,255,255,255
360 DATA 255,255,32,255,255,255,255,255,255,169,165,181,255
,173,189,185
370 DATA 161,177,255,255,162,166,255,182,174,255,190,255,25
5,255,255,160
380 DATA 164,180,255,172,188,255,255,255,255,74,255,70,86,2
55,78,94
390 DATA 255,255,255,255,255,9,5,21,255,13,29,25,1,17,255,4
2
400 DATA 255,38,54,255,46,62,255,255,255,255,106,255,102,11
8,255,110 ►
write into the magazine about answer or solution to the
it. I'll try to reply as quickly as problem,
possible with, I hope, an
CB4 Assembler
410 DATA 126,255,255,255,255,255,
9,225,241,255
420 DATA 255,255,133,149,255,141,
5,134,255,150
430 DATA 142,255,255,255,255,255,
5,255,255,255
440 DATA 66,67,67,66,67,83,66,69,
450 DATA 80,76, 66,86,67,66,86, 83,
460 DATA 73,67,76,86,68,69,88,68,
470 DATA 80,72,65,80,72,80,80,76,
480 DATA 84, 83, 83, 69, 67, B3, 69, 68,
1000 F0RS=36864 TO 37631
1010 READ A:POKES,A
1020 NEXT
1030 PRINT'FINISHED 1"
233,229,245,255,237,253,24
157,153,129,145,255,255,25
255,255,132,148,255,140,25
81, 66,77, 73,66,7B,69,66
67,76,67,67,76,68,67,76
69,89,73,78,88,73,78,89
65,80,76,80,82,84,73,82
83,69,73,84,65,88,84,65
Assembler 2
10 DATA 89,84,83,88,84,88,65,84,88,83,84,89,65,78,79,80
20 DATA 66,82,75,65,68,67,65,78,68,65,83,76,66,73,84,67
30 DATA 77,80,67,80,88,67,80,89,68,69,67,69,79,82,73,78
40 DATA 67,74,77,80,74,83,82,76,68,65,76,68,88,76,68,89
50 DATA 76,83,82,79,82,65,82,79,76,82,79,82,83,66,67,83
60 DATA 84,65,83,84,88,83,84,89,66,89,84,84,88,84,87,82
70 DATA 68,68,66,89,79,82,71,69,81,85,69,78,68,69,88,84
80 DATA 77,65,67,77,78,68,68,69,70,144,176,240,48,208,16,80
90 DATA H2,24,216,88,1B4 ( 202,!36,232,200,72,8,104,40,64,96
,56
100 DATA 248, 120,170,16B,1B6,138 ( 154,152,234,0,0,11, 22,33,4
4,55
110 DATA 66,77,88,99,110,121,132,143,154,165,176,187,198,20
9,220,231
120 DATA 242,32,18,130,32,18,130,32,204,255,169,10,162,6,14
1, 32
130 DATA 208,142,134,2,169,3,160,144,76,30,171,165,1,41,254
,133
140 DATA 1,96,165,1,9,1,133,1,96,160,0,177,57,170,200,177
150 DATA 57,133,58,134,57,96,169,0,141,176,2,141,177,2,141,
178
160 DATA 2,141,64,3,141,80,3,141,96,3,160,4,177,122,153,60
170 DATA 3,240,27,200,192,14,144,244,177,122,153,66,3,240,1
5,200
180 DATA 192,24,144,244,177,122, 153,72,3,240,3,200,20B,246,
160,0
190 DATA 185,64,3,32,30,130,144,10,200,192,10,144,243,162,1
2,76
200 DATA 38,155,140,176,2,201,0,240,40,160,0,185,80,3,32,30
210 DATA 130,144,10,200,192,10,144,243,162,10,76,38,155,140
,177,2
220 DATA 201,0,240,13,160,0,185,96,3,240,3,200,208,248,140,
178
230 DATA 2,96,169,64,162,3,133,122,134,123,169,2,141,184,2,
96
240 DATA 169,80,162,3,133,122,134,123,169,3,141,184,2,96,16
9,96
250 DATA 162,3,133,122,134,123,169,4,141,184,2,96,32,121,0,
260 DATA 162,0,134,2,6,2,201,48,240,9,201,49,240,5,162,8 ►
270 DATA 76,38,155,41,15,5,2,133,2,32,115,0,232,224,8,208
280 DATA 227,96,160,0,177,57,153,0,2,200,192,4,144,246,177,
57
290 DATA 153,0,2,240,3,200,208,246,169,0,162,2,133,122,134,
123
300 DATA 96,160,0,177,122,32,19,177,176,5,162,5,76,38,155,2
01
310 DATA 65,240,247,177,122,32,30,130,144,13,153,0,2,200,19
2,10
320 DATA 144,241,162,12,76,38,155,140,183,2,152,24,101,122,
133,122
330 DATA 165,125,105,0,133,123,96,169,0,162,160,133,59,134,
60,32
340 DATA 203,147,160,0,177,59,208,5,32,210,147,24,96,205,18
3,2
350 DATA 208,23,162,0,200,200,177,59,221,0,2,208,12,200,232
,236
360 DATA 1B3,2,144,242,32,210,147,56,96,169,13,24,101, 59,13
3,59
370 DATA 165,60,105,0,133,60,76,18,149,32,98,148,32,209,148
,32
380 DATA 7,149,8,32,203,147,40,176,60,165,59,24,105,13,170,
165
390 DATA 60,105,0,201,192,144,10,138,201,0,144,5,162,2,76,3
8
400 DATA 155,160,0,173,183,2,145,59,200,169,0,145,59,200,16
2,0
410 DATA 1B9,0,2,145,59,200,232,236,183,2,144,244, 160,13,16
9,0
420 DATA 145,59,56,176,11,160,1,177,59,240,5,162,1,76,38,15
5
430 DATA 173,184,2,201,2,240,5,32,210,147,24,96,32,112,148,
32
440 DATA 104,150,176,5,162,10,76,38,155,224,63,144,5,162,13
,76
450 DATA 38,155,224,61,208,26,32,126,148,32,210,147,165,59,
72,165
460 DATA 60,72,32,163,151,104,133,60,104,133,59,32,237,149,
56,96
470 DATA 165,61,166,62,133,20,134,21,32,237,149,24,96,32,20
3,147
480 DATA 160,11,165,20,145,59,200,165,21,145,59,160,1,152,1
45,59
1000 FQRS=37632 TO 38399
1010 READA:POKES,A
1020 NEIT .
1030 PRIHT'FINISHED 2"
Assembler 3
10 DATA 76,210,147,32,209,148,32,7,149,176,2,24,96,32,203,1
47
20 DATA 160,1,177,59,208,5,32,210,147,24,96,160,11,177,59,1
33
30 DATA 253,200,177,59,133,254,32,210,147,32,121,0,201,43,2
40,4
40 DATA 201,45,208,42,72,32,115,0,32,163,151,104,201,43,208
,15 ^
E
50 DATA 24,165,20,101,253,133,20,165,21,101,254,133,21,56,9
6,165
60 DATA 253,56,229,20,133,20,165,254,229,21,133,21,56,96,16
5,253
70 DATA 166,254,133,20,134,21,56,96,173,177,2,201,3,208,53,
169
BO DATA 176,162,146,133,251,134,252,162,0,160,0,177,251,217
,80,3
90 DATA 208,13,200,192,3,144,244,189,121,147,141,180,2,56,9
6,232
100 DATA 224,67,240,16,165,251,24,105,3,133,251,165,252,105
,0,133
110 DATA 252,76,121,150,24,96,177,90,201,255,240,3,141,180,
2,96
120 DATA 162,9,76,3B, 155,32,112,148,32,104, 150,176,5,162,10
130 DATA 38,155,224,8,176,3,169,1,96,224,33,176,3,169,2,96
140 DATA 224,56,176,3,169,3,96,224,64,176,3,169,4,96,162,13
150 DATA 76,38,155,141,182,2,152,72,172,181,2,165,20,153,16
0,3
160 DATA 200,173,182,2,201,1,240,6,165,21,153,160,3,200,140
,181
170 DATA 2,104,168,96,173,178,2,240,1,96,162,14,76,38,155,3
2
180 DATA 4,151, 32,!26,14B,32,163, 151, 165, 21, 240,5,162,7, 76,
38
190 DATA 155,169,1,32,227,150,32,121,0,201,44,208,6,32,115,
0
200 DATA 76,21,151,96,32,4,151,32,126,148,32,163,151,169,2,
32
210 DATA 227,150,32,121,0,201,44,208,6,32,115,0,76,58,151,9
6
220 DATA 32,4,151,32,126,148,160,0,185,96,3,153,160,3,240,3
230 DATA 200,208,245,140,181,2,96,32,4,151,32,126,148,32,16
3,151
240 DATA 165,20,166,21,133,21,134,20,169,2,32,227,150,32,12
1,0
250 DATA 201,44,208,6,32,115,0,76,109,151,96,32,4,151,32,12
6
260 DATA 148,32,163,151,165,20,166,21,133,61,133,63,134,62,
134,64
270 DATA 76,121,0,169,0,133,20,133,21,32,121,0,201,36,208,1
3
2B0 DATA 32,115,0,169,255,141,174,2,32,21,130,56,96,201,37,
208
290 DATA 12,32,115,0,32,140,148,165,2,133,20,56,96,201,60,2
40
300 DATA 4,201,62,208,36,72,32,115,0,32,163,151,176,12,173,
179
310 DATA 2,201,1,240,5,162,3,76,38,155,104,201,60,240,4,165
320 DATA 21,133,20,169,0,133,21,56,96,32,27,130,144,10,169,
0
330 DATA 141,174,2,32,21,130,56,96,201,39,208,10,32,115,0,1
33
340 DATA 20,32,115,0,56,96,32,19,177,176,5,162,5,76,38,155
350 DATA 32,3,150,144,1,96,173,179,2,201,1,208,2,24,96,162
360 DATA 3,76,38,155,169,0,141,181,2,32,112,148,32,181,150,
201
370 DATA 4,208,3,76,158,152,201,2,208,4,169,1,208,13,201,1
380 DATA 208,6,32,211,152,76,91,152,32,33,153,141,182,2,173
,180
390 DATA 2,160,0,153,160,3,200,204,182,2,240,17,165,20,153,
160
400 DATA 3,200,204,182,2,240,6,165,21,153,160,3,200,140,181
.2
410 DATA 173,181, 2,240,24,173,179,2,201, 2,20B,3,32,33,156,2
4
420 DATA 173,181,2,101,61,133,61,165,62,105,0,133,62,96,224
,56
430 DATA 208,6,32, 15^151, 76, 205,152,224,58,208,6,32,52, 151,
76
440 DATA 205,152,224,57,208,6,32,80,151,76,205,152,224,59,2
08,6
450 DATA 32,103,151,76,205,152,224,60,208,3,32,139,151,172,
181,2
460 DATA 76,125,152,32,4,151,173,179,2,201,2,240,3,169,2,96
470 DATA 32,126,148,32,163,151,165,21,208,3,76,22,153,165,6
1,24
480 DATA 105,2,133,253,165,62,105,0,133,254,165,20,56,229,2
53,133
1000 FORS-38400 TO 39167
1010 READA:POKES,A
1020 NEXT
1030 PRINT-FINISHED 3'
Assembler 4
10 DATA 20,165,21,229,254,240,9,201,255,240,14,162,4,76,38,
155
20 DATA 165,20,201,128,176,245,169,2,96,165,20,201,128,144,
236,176
30 DATA 245,169,180,24,109,180,2,133,90,169,145,105,0,133,9
1,32
40 DATA 4,151,32,126,148,32,121,0,201,65,208,21,32,115,0,32
50 DATA 30,130,176,8,160,0,32,166,150,169,1,96,162,5,76,38
60 DATA 155,201,35,208,25,32,115,0,32,163,151,144,14,165,21
,240
70 DATA 5,162,7,76,38,155,160,1,32,166,150,169,2,96,201,40
80 DATA 208,3,76,3,154,173,179,2,201,2,240,14,173,180,2,201
90 DATA 121,240,4,201,110,208,3,169,3,96,32,163,151,176,3,1
69
100 DATA 3,96,165,21,208,64,32,121,0,201,44,240,27,173,180,
2
110 DATA 201,110,240,4,201,121,208,8,160,5,32,166,150,169,3
i*
120 DATA 160,2,32,166,150,169,2,96,32,115,0,201,88,240,9,20
1
130 DATA 89,240,8,162,8,76,38,155,160,3,44,160,4,32,166,150
140 DATA 32,115,0,169,2,96,32,121,0,201,44,240,8,160,5,32
150 DATA 166,150,169,3,96,32,115,0,201,88,240,9,201,89,240,
8
160 DATA 162,8,76,38,155,160,6,44,160,7,32,166,150,32,115,0
170 DATA 169,3,96,32,115,0,32,163,151,32,121,0,201,44,240,5
9
180 DATA 201,41,240,5,162,8,76,38,155,32,115,0,201,44,240,1
1
190 DATA 160,10,32,166,150,32,115,0,169,3,96,32,115,0,201,8
9
200 DATA 240,5,162,8,76,38,155,165,21,240,5,162,7,76,38,155
210 DATA 160,9,32,166,150,32,115,0,169,2,96,32,115,0,201,88
220 DATA 240,5,162,8,76,38,155,32,115,0,201,41,208,244,165,
21
230 DATA 240,5,162,7,76,38,155,160,8,32,166,150,32,115,0,16
9
240 DATA 2,96,32,121,0,208,19,169,66,160,144,32,30,171,32,9
6
250 DATA 165,134,122,132,123,32,115,0,240,232,32,9,130,142,
224,2
260 DATA 132,251,160,2,132,252,160,0,177,251,153,225,2,200,
204,224
270 DATA 2,144,245,32,121,0,32,9,130,142,240,2,132,251,160,
2
2B0 DATA 132,252,160,0,177,251,153,244,2,200,204,240,2,144,
245,169
290 DATA 64,162,48,160,58,141,241,2,142,242,2,140,243,2,174
,240
300 DATA 2,169,44,157,244,2,232,232,157,244,2,202,169,80,15
7,244
310 DATA 2,232,232,169,87,157,244,2,232,232,232,232,142,240
,2,96
320 DATA 173,0,3,174,1,3,141,60,3,142,61,3,169,28,162,155
330 DATA 141,0,3,142,1,3,96,173,60,3,174,61,3,141,0,3
340 DATA 142,1,3,96,32,204,255,169,3,76,195,255,224,11,208,
350 DATA 162,8,208,2,162,7,134,2,32,210,147,32,20,155,32,7
360 DATA 155,32,1,156,169,82,160,144,32,30,171,165,2,10,170
,189
370 DATA 14B,145,188,149,145,32,30,171, 169,157, 160,144,32,3
0,171,160
380 DATA 2,177,57,170,200,177,57,133,58,134,57,32,194,189,1
69,1
390 DATA 141,174,2,162,26,108,0,3,165,43,166,44,133,57,134,
58
400 DATA 169,0,133,63,133,61,133,64,133,62,32,178,148,160,1
,177
410 DATA 57,240,34,32,230,147,173,179,2,201,1,208,10,173,17
6,2
420 DATA 240,5,32,73,149,176,8,173,177,2,240,3,32,52,152,32
430 DATA 217,147,76,122,155,96,169,1,162,8,160,1,32,186,255
,173
440 DATA 224,2,162,225,160,2,32,189,255,24,169,0,32,213,255
,176
450 DATA 59,96,169,3, 162,8,160,3,32, 1B6, 255, 173,240,2, 162,2
41
460 DATA 160,2,32,189,255,24,32,192,255,176,33,32,235,155,1
65,63
470 DATA 32,240,155,165,64,32,240,155,76,204,255,162,3,76,2
01,255
480 DATA 32,210,255,32,183,255,208,1,96,32,20,155,162,15,76
,38
1000 F0RS=39168 TO 39935
1010 READ A: POKES, A
1020 NEXT m
1030 PRINT-FINISHED 4"
Assembler 5
10 DATA 155,162,15,32,201,255,169,83,141,241,2,174,240,2,20
2,202
20 DATA 202,202,169,0,157,241,2,169,241,160,2,32,30,171,76,
204
30 DATA 255,32,235,155,162,0,189,160,3,32,240,155,232,236,1
81,2
40 DATA 144,244,32,204,255,32,201,156,96,32,177,147,32,36,1
30,32
50 DATA 240,154,32,114,154,32,166,155,169,0,162,160,133,251
,134,252
60 DATA 160,0,152,145,251,169,1,141,179,2,32,104,155,32,165
,157
70 DATA 32,194,155,238,179,2,32,104,155,32,57,157,32,20,155
,32
80 DATA 7,155,162,15,32,195,255,169,1,141,174,2,76,0,130,20
1
90 DATA 10,144,3,105,54,96,9,48,96,72,74,74,74,74,32,127
100 DATA 156,157,0,2,104,41,15,232,32,127,156,157,0,2,232,9
6
110 DATA 169,0,157,0,2,173,175,2,240,5,162,200,32,201,255.1
69
120 DATA 0,160,2,32,30,171,32,18,130,76,204,255,162,0,169,3
130 DATA 157,0,2,232,224,80,144,248,96,32,188,156,162,0,165
,62
140 DATA 32,137,156,165,61,32,137,156,173,181,2,240,23,201,
3, 144
150 DATA 2,169,3,133,94,162,5,160,0,185,160,3,32,137,156,20
0
160 DATA 196,94,144,245,173,176,2,240,17,162,12,160,0,185,6
4,3
170 DATA 157,0,2,232,200,204,176,2,144,243,173,177,2,240,17
,162
180 DATA 22,160,0,185,80,3,157,0,2,232,200,204,177,2,144,24
3
190 DATA 173,178,2,240,17,162,32,160,0,185,96,3,157,0,2,232
200 DATA 200,204,178,2,144,243,76,160,156,169,0,162,160,133
,251,134
210 DATA 252,173,175,2,240,5,162,200,32,201,255,169,104,160
,144,32
220 DATA 30,171,32,204,255,32,203,147,160,0,177,251,208,4,3
2,210
230 DATA 147,96,133,2,32,188,156,200,200,162,0,177,251,157,
0,2
240 DATA 200,232,228,2,144,245,162,11,169,61,157,0,2,162,13
,160
250 DATA 12,177,251,32,137,156,136,177,251,32,137,156,169,1
3,24,101
260 DATA 251,133,251,165,252,105,0,133,252,32,210,147,32,16
0,156,32
270 DATA 203,147,76,88,157,173,175,2,240,5,162,200,32,201,2
53,169
280 DATA 134,160,144,32,30,171,76,204,255
1000 F0RS=39936 TO 40376
1010 READA:POKES,A
1020 NEXT _
1030 PRINT'FINISHED THE LOT!"
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SEVEN SUPER GAMES FOR THE
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ASTROLOGY
ASTROLOGY
for beginners. Special starter
pack tor only £11.50. Consists
of a simple programme to
calculate a horoscope, an
inlroductory booklet and 2 self-
teaching programmes (how to
interpret the horoscope)
NO PREVIOUS
KNOWLEDGE REQUIRED
for the Commodore and many
other micros, also wide range
of programmes lor more
Experienced Astrologers
Cash with order (add 50p out-
side UK) or large SAE lor free
Catalogue to.
ASTROCALC (Dept YC),
67 Peascroff Road, Hemel
Hempstead, Herts HPS 8ER.
Tel: (0442) 51809.
WANTED
WANTED URGENTLY- Informa-
tion on how to obtain Vortax
Synthesizer and modem (or Vic-20.
Call Mr Thompson 0282-81 5292
Hire Sl Exchange Software.
Etching* your loflwtrc! Phone or
send list of your software and ask
for details. Software hire! No
membership charge. PAP free. Hire
tapes from £1.50. Phone for details.
TAP Software, 4 Maine Road,
Newland. Drat. Selby. North Yortii.
Tel: 0757 61*007.
WORD
PROCESSOR
SPANISH, ARABIC, Porlugese.
Italian word processors lor CBM
64 £89 each. inc. P&P. vat extra.
Dealers welcome. DT Promotions,
Unit-F, Arndale Cenlre, London
SW1 8 4TD. Teh 01 570 571 1 . Telex
8951182 Gecoms.
BOOKS &
PUBLICATION
We use only
10% of our
mental
potentials
these am the words rri «lberl Einitein,
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o* me mina (wot today trial 6lnaieln
•Bl rlphl
m hit poo* -QUNEIICS: Tn» Mc-j—n
Science o" Mental Hasnrr L Hon Mub-
taid lata* on* mm giani two In wis
direction.
Ho ravMli how anyone can um M ju ■
cover las to isolale ina »i»d bar NX a mat
na*a so far prevented people i>om using
Pair meouti aotwitmii to Ina full.
Mara and mora people trom al ••Iht
rV Ins usa Oianaues lacnnoiogy today.
Tno many *rinen report! on tne« suc-
cess era ine can proof ol tfta quality ol
mi* boo*
Find our tar youied. Order your cooy
c* lha rsmariaCta boo" loOay.
Pxa CJJS paperback CI T. SO hua-
bat*. Male cheques and l*Oi payiDIo to
S.HF. Sand to Our en ol Scientology
Saint Mill Foundation. FPEEPOSr fVC 1)
EaM Grinilasd. Suimi PM19 4ZA (no
itamo 'toi i»d ,
FOR SALE
MOONRAKER £6.95
CBM64 Space Game features fait
• F- Iv-inlo Rolling Radar Dliplny
elnlra Rod Target Screen
Altitude. Time, Score Indicators,
Foel.'Purchasr Option, Promotion.
Send your name, address & PO- cfioqoo to-
J & J Gllmour Ltd.,
Depl VC1B6. 4 Copse On*, Iris,
Hampshire GU33 7EW. England.
Tel: 0730-893430.
GADGET 64 £5.95
This 100% machin* code CBM 64
cassette utility oilers; Append, Delete,
Renumber {Including Goto. Goeub, etc.)
Satisfy Ingly almple to use Send youi
Name. Address ■ PO or Cheque lor
£5.95 (P&P Free) lo:
J & J Gllmour Ltd.,
Depl YC186, 4 Copse Close. Liu,
Hampshire GU33 7EW. England.
Tel: 0730-B93430.
RACENIGHT 64 - £4.95
Run your own Racamght ihts Xmas
Exciting new Horseracing Game
- Ideal lor Party's.
K. Palmer, 59 Old Park Road,
Sheffield S8 70S.
Tel: 0742 74949B
REPAIRS
FOR SALE
COMPUTER REPAIRS IN
SOUTHEND
Spectrum/Plus £19.95
Sooctrum K/B faults £12.95
Interface 1/2 £14.95
New Speclmm power supply £9.95
C64/VIC 20 from £12.95
Above prices include parts,
post & packing,.
All repairs are guaranteed 3
months. Call in or phone lor more
details.
MINNIE MICRO ELECTRONICS
12 EASTERN ESPLANADE.
SOUTHEND. ESSEX.
Tel: (0702) 62033/615809
OPEN 7 DAYS A WEEK
Commodore 64 — £15. Vic 20
— £12.50, Spectrum —
£10.50, OL — £30, 1541 Disk
Drives — £20, and all Com-
modore systems. Send faulty
machine with note describing
fault to:
TRIDENT ENTERPRISES
LTD
37 LINDEN HOUSE, COMMON ROAD.
LANQLEY, SLOUGH.
TEL: 0753 «7B5
Oviihii •nqulrlM welcome.
(Above prion art eicluilve of
parii and VAT).
^0
EXPRESS f ^
COMMODORE
REPAIRS'!
"I have come across a firm that will be more man willing lo advise you as to bow lo
remedy your problem They are called MANCOMP. and as well as repairing laully
computers, are also quite willing to discuss your problems with you. and olfer
reasonably cheap, and (MORE IMPORTANTLY) correct cures "
Phil Rogen Peek & Poke', "Popular Computing Weekly" Jan. 1985 (VoL IV. No. 1)
• Send Commodoreencl. £3.00 return postage (UK). «Or phone/
bring Commodore for free, no obligation estimate. "Every
Commodore sent insured and by receipted parcel post (UK).
•No hidden costs.
MANCOMP LTD. (Dept YC 12),
Printworks Lane, Manchester M19 3JP.
Phone 061-224 1888/9888
Open 9am till 7pm Mon. to Sat.
CBM64 SOFTWARE DISCOUNTS
Spy v Spy 2 £7.30. Konnedy Approach
(10 95. Sabre Wolf £7 30, Underwurlde
£7.30. Hacker £7.20. Rocky Horror
Show E6.6& Cheque/PO lo:
Software Unlimited, PO Boi 65,
0 Thurland 51. Nottingham NG1
Tel: (060?) 470S97.
Full list with a-der
WHY NOT ADVERTISE
IN OUR CLASSIFIED
SECTION?
YOUR COMMODORE — CLASSIFIED ADVERTISEMENT - ORDER FORM
Advertise nationally in these
columns for only 40p per word (min
charge 15 words). Simply print your
message in the coupon and send
with your cheque or postal order
made payable to Argus Specialist
Publications Ltd to:
CLASSIFIED DEPARTMENT
YOUR COMMODORE
No 1 Golden Square, London W1
Tel: 01-437 0699
Name....
Address
ADVERTISERS PLEASE ADD 15% VAT
Tel no (day)
Please place my advert in YOUR COMMODORE for issues.
Please indicate no. of insertions required.
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* ACTION I
self- I
'THE S&fiBT MA$I2RHl£ ,
)nly the bravest volunteer for the ultimate suiciae
mission to free lost compatriots held prisoner by the
armies of death, the forces of oppression. Only the
fearless dare take up a challenge where courage and
endurance are as essential as intelligence and skill.
Compulsive. Action packed. Step forward, modern day
hero, you'll never know how good you really are until
you've tested yourself on the ultimate mission.
Also Available AMSTRAD
Coming Soon SPECTRUM 48K
Available at ail good software dealers.
V J.
X
CBM64
/12&
Send for full colour product brochure
(enclose a stamp)
Alligata Software Ltd., 1 Orange Street,
Sheffield S1 4DW. Tel: (0742) 755796
Choosing the right computer
is a good start — but can you
find the right software?
onPFJtSOFT
J
MUSIC M?5LU^c/vlc
At SUPERSOFT we're very conscious of the
fact that people who spend several hundred
pounds on computer equipment are looking
to do rather more than play Space Invaders.
Financial planning is a rather grand name
for something you've been doing all your life
- making ends meet! Perhaps if Mr
Micawber had used BUSICALC he would
have been able to balance the books a little
better.
For home, club or small business use
BUSICALC 1 should pay for itself in no time at
all; for larger companies we recommend
BUSICALC 3. one of the few really valuable
programs that you can learn to use in a day.
Although your Commodore 64 is a power-
ful musical instrument you need to be a
pretty good programmer to understand how
it all works. Unless, of course, you buy MUSIC
MASTER I
To use MUSIC MASTER requires no prior
musical knowledge, though in the hands of
an experienced musician it will prove an
invaluable tool. You don't need to know the
first thing about programming either! MUSIC
MASTER is the musical equivalent of a word
processor, remembering the notes you play
and allowing you to replay and edit them as
you wish.
INTERDICTOR PILOT is a space flight
simulator. Nowadays simulators are widely
used to train pilots and astronauts because -
to be frank - it's a lot cheaper (and safer)
than the real thing!
Imagine, if you will, life in the 22nd
century: space travel is commonplace, and
on the outskirts of the galaxy the first war
between civilizations is being fought. A short-
age of trained pilots has prompted the Feder-
ation to develop a computer simulation that
allows raw recruits to gain experience with-
out paying for their mistakes with their lives.
With the aid of your Commodore 64 you too
can learn to pilot the Interdictor Mk 3 craft.
But be warned — this is no game!
SUPERSOFT, Winchester House, Canning Road.
Wealdstone. Harrow, Middlesex HA3 7SJ
Telephone: 01-861 1166
Other SUPERSOFT products include the
MIKRO ASSEMBLER cartridge, the only
assembler that's ideal for beginners yet pow-
erful enough for the professional (most of
our competitors use it!). The VICTREE cart-
ridge adds dozens of commands to Basic
including toolkit aids and disk commands; or
on disk there's MASTER 64, a really com-
prehensive package for the keen prog-
rammer.
Of course, we do also publish games
programs, and with classics like ST1X, QUINX
and KAMI-KA2E in our range we are one of
the market leaders. But we most enjoy
coming up with the sort of programs that are
going to be in use for months and years, not
hours and days — Ihe sort of programs that
make you glad that you boughta computer -
and glad that you bought SUPERSOFT!
You won't find SUPERSOFT products on
the shelves of your local supermarket. But
most specialist shops stock titles from our
extensive range (and are prepared to obtain
other programs to order). However you can
also buy direct by sending a cheque (pre-paid
orders are post free!), by calling at our
offices, or over the telephone using your
ACCESS card.